@hellpig/anarchy-engine 21.4.1 → 22.0.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +4 -3
- package/README.md +9 -0
- package/dist/Abstract/Entities/AbstractEntity.js +1 -1
- package/dist/Abstract/Entities/AbstractEntity.js.map +1 -1
- package/dist/Abstract/Factories/AbstractFactory.js +1 -1
- package/dist/Abstract/Factories/AbstractFactory.js.map +1 -1
- package/dist/Abstract/Factories/ReactiveFactory.js +1 -1
- package/dist/Abstract/Factories/ReactiveFactory.js.map +1 -1
- package/dist/Abstract/Loaders/AbstractLoader.js +1 -1
- package/dist/Abstract/Loaders/AbstractLoader.js.map +1 -1
- package/dist/Abstract/Mixins/WithWrapperIdMixin.js +1 -1
- package/dist/Abstract/Mixins/WithWrapperIdMixin.js.map +1 -1
- package/dist/Abstract/Registries/AbstractEntityAsyncRegistry.js +1 -1
- package/dist/Abstract/Registries/AbstractEntityAsyncRegistry.js.map +1 -1
- package/dist/Abstract/Registries/AbstractEntityRegistry.js +1 -1
- package/dist/Abstract/Registries/AbstractEntityRegistry.js.map +1 -1
- package/dist/Abstract/Registries/AbstractResourceAsyncRegistry.js +1 -1
- package/dist/Abstract/Registries/AbstractResourceAsyncRegistry.js.map +1 -1
- package/dist/Abstract/Registries/AbstractSimpleRegistry.js +1 -1
- package/dist/Abstract/Registries/AbstractSimpleRegistry.js.map +1 -1
- package/dist/Abstract/Registries/Mixin/Registry/WithBaseAccessorsRegistry.js +1 -1
- package/dist/Abstract/Registries/Mixin/Registry/WithBaseAccessorsRegistry.js.map +1 -1
- package/dist/Abstract/Registries/Mixin/Registry/WithReactiveRegistry.js +1 -1
- package/dist/Abstract/Registries/Mixin/Registry/WithReactiveRegistry.js.map +1 -1
- package/dist/Abstract/Watchers/AbstractWatcher.js +1 -1
- package/dist/Abstract/Watchers/AbstractWatcher.js.map +1 -1
- package/dist/Abstract/Watchers/AbstractWatcherWithState.js +1 -1
- package/dist/Abstract/Watchers/AbstractWatcherWithState.js.map +1 -1
- package/dist/Abstract/Wrappers/AbstractWrapper.js +1 -1
- package/dist/Abstract/Wrappers/AbstractWrapper.js.map +1 -1
- package/dist/Actor/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/Actor/Adapters/ConfigToParams.js +1 -1
- package/dist/Actor/Adapters/ConfigToParams.js.map +1 -1
- package/dist/Actor/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Actor/Adapters/EntityToConfig.js +1 -1
- package/dist/Actor/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Actor/Adapters/Helpers/ActorStatesConfigToParams.js +1 -1
- package/dist/Actor/Adapters/Helpers/ActorStatesConfigToParams.js.map +1 -1
- package/dist/Actor/Adapters/Helpers/Model3dSettingsConfigToParams.js +1 -1
- package/dist/Actor/Adapters/Helpers/Model3dSettingsConfigToParams.js.map +1 -1
- package/dist/Actor/Entities/Actor/Actor.js +1 -1
- package/dist/Actor/Entities/Actor/Actor.js.map +1 -1
- package/dist/Actor/Factories/ActorFactory.js +1 -1
- package/dist/Actor/Factories/ActorFactory.js.map +1 -1
- package/dist/Actor/Mixins/WithActorStates.js +1 -1
- package/dist/Actor/Mixins/WithActorStates.js.map +1 -1
- package/dist/Actor/Registries/Model3dToActorConnectionRegistry.js +1 -1
- package/dist/Actor/Registries/Model3dToActorConnectionRegistry.js.map +1 -1
- package/dist/Actor/Utils/ActorUtils.js +1 -1
- package/dist/Actor/Utils/ActorUtils.js.map +1 -1
- package/dist/Actor/index.d.ts +1 -0
- package/dist/Animations/Adapters/EntityToConfig.js +1 -1
- package/dist/Animations/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Animations/Loader/AnimationsLoader.js +1 -1
- package/dist/Animations/Loader/AnimationsLoader.js.map +1 -1
- package/dist/Animations/Services/AnimationsService.js +1 -1
- package/dist/Animations/Services/AnimationsService.js.map +1 -1
- package/dist/Animations/Utils/SerializationUtils.js +1 -1
- package/dist/Animations/Utils/SerializationUtils.js.map +1 -1
- package/dist/Audio/Adapters/AudioConfigToParams.d.ts +2 -0
- package/dist/Audio/Adapters/AudioConfigToParams.js +2 -0
- package/dist/Audio/Adapters/AudioConfigToParams.js.map +1 -0
- package/dist/Audio/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Audio/Adapters/EntityToConfig.js +1 -1
- package/dist/Audio/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Audio/Adapters/index.d.ts +1 -1
- package/dist/Audio/Factories/AudioFactory.js +1 -1
- package/dist/Audio/Factories/AudioFactory.js.map +1 -1
- package/dist/Audio/Loader/AudioLoader.js +1 -1
- package/dist/Audio/Loader/AudioLoader.js.map +1 -1
- package/dist/Audio/Services/AudioService.js +1 -1
- package/dist/Audio/Services/AudioService.js.map +1 -1
- package/dist/Audio/Utils/AudioUtils.js +1 -1
- package/dist/Audio/Utils/AudioUtils.js.map +1 -1
- package/dist/Audio/Utils/DebugAudioRenderer.js +1 -1
- package/dist/Audio/Utils/DebugAudioRenderer.js.map +1 -1
- package/dist/Audio/Wrappers/AbstractAudioWrapper.js +1 -1
- package/dist/Audio/Wrappers/AbstractAudioWrapper.js.map +1 -1
- package/dist/Audio/Wrappers/Audio3dWrapper.js +1 -1
- package/dist/Audio/Wrappers/Audio3dWrapper.js.map +1 -1
- package/dist/Camera/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/Camera/Adapters/ConfigToParams.js +1 -1
- package/dist/Camera/Adapters/ConfigToParams.js.map +1 -1
- package/dist/Camera/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Camera/Adapters/EntityToConfig.js +1 -1
- package/dist/Camera/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Camera/Adapters/index.d.ts +1 -1
- package/dist/Camera/Factories/CameraFactory.js +1 -1
- package/dist/Camera/Factories/CameraFactory.js.map +1 -1
- package/dist/Camera/Services/CameraService.js +1 -1
- package/dist/Camera/Services/CameraService.js.map +1 -1
- package/dist/Camera/Utils/CameraUtils.js +1 -1
- package/dist/Camera/Utils/CameraUtils.js.map +1 -1
- package/dist/Camera/Wrappers/OrthographicCameraWrapper.js +1 -1
- package/dist/Camera/Wrappers/OrthographicCameraWrapper.js.map +1 -1
- package/dist/Camera/Wrappers/PerspectiveCameraWrapper.js +1 -1
- package/dist/Camera/Wrappers/PerspectiveCameraWrapper.js.map +1 -1
- package/dist/Collisions/Mixins/WithCollisions.js +1 -1
- package/dist/Collisions/Mixins/WithCollisions.js.map +1 -1
- package/dist/Collisions/Services/BvhService.js +1 -1
- package/dist/Collisions/Services/BvhService.js.map +1 -1
- package/dist/Collisions/Services/CollisionsService.js +1 -1
- package/dist/Collisions/Services/CollisionsService.js.map +1 -1
- package/dist/Color/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Color/Adapters/EntityToConfig.js +1 -1
- package/dist/Color/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Color/Wrappers/ColorWrapper.js +1 -1
- package/dist/Color/Wrappers/ColorWrapper.js.map +1 -1
- package/dist/Controls/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/Controls/Adapters/ConfigToParams.js +1 -1
- package/dist/Controls/Adapters/ConfigToParams.js.map +1 -1
- package/dist/Controls/Adapters/EntityToConfig.js +1 -1
- package/dist/Controls/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Controls/Factories/ControlsFactory.js +1 -1
- package/dist/Controls/Factories/ControlsFactory.js.map +1 -1
- package/dist/Controls/Utils/ControlsUtils.js +1 -1
- package/dist/Controls/Utils/ControlsUtils.js.map +1 -1
- package/dist/Controls/Wrappers/FpsControls/FpsControlsWrapper.js +1 -1
- package/dist/Controls/Wrappers/FpsControls/FpsControlsWrapper.js.map +1 -1
- package/dist/Controls/Wrappers/FpsControls/FpsControlsWrapperHelper.js +1 -1
- package/dist/Controls/Wrappers/FpsControls/FpsControlsWrapperHelper.js.map +1 -1
- package/dist/Controls/Wrappers/OrbitControls/OrbitControlsWrapper.js +1 -1
- package/dist/Controls/Wrappers/OrbitControls/OrbitControlsWrapper.js.map +1 -1
- package/dist/Controls/Wrappers/OrbitControls/OrbitControlsWrapperHelper.js +1 -1
- package/dist/Controls/Wrappers/OrbitControls/OrbitControlsWrapperHelper.js.map +1 -1
- package/dist/Controls/index.d.ts +1 -0
- package/dist/EnvMap/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/EnvMap/Adapters/ConfigToParams.js +1 -1
- package/dist/EnvMap/Adapters/ConfigToParams.js.map +1 -1
- package/dist/EnvMap/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/EnvMap/Adapters/EntityToConfig.js +1 -1
- package/dist/EnvMap/Adapters/EntityToConfig.js.map +1 -1
- package/dist/EnvMap/Constants/EnvMapMappingTypesMap.js +1 -1
- package/dist/EnvMap/Constants/EnvMapMappingTypesMap.js.map +1 -1
- package/dist/EnvMap/Factories/EnvMapFactory.js +1 -1
- package/dist/EnvMap/Factories/EnvMapFactory.js.map +1 -1
- package/dist/EnvMap/Loader/EnvMapLoader.js +1 -1
- package/dist/EnvMap/Loader/EnvMapLoader.js.map +1 -1
- package/dist/EnvMap/Services/EnvMapService.js +1 -1
- package/dist/EnvMap/Services/EnvMapService.js.map +1 -1
- package/dist/EnvMap/Wrappers/EnvMapWrapper.js +1 -1
- package/dist/EnvMap/Wrappers/EnvMapWrapper.js.map +1 -1
- package/dist/EnvMap/index.d.ts +1 -1
- package/dist/Fog/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/Fog/Adapters/ConfigToParams.js +1 -1
- package/dist/Fog/Adapters/ConfigToParams.js.map +1 -1
- package/dist/Fog/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Fog/Adapters/EntityToConfig.js +1 -1
- package/dist/Fog/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Fog/Factories/FogFactory.js +1 -1
- package/dist/Fog/Factories/FogFactory.js.map +1 -1
- package/dist/Fog/Wrappers/FogWrapper.js +1 -1
- package/dist/Fog/Wrappers/FogWrapper.js.map +1 -1
- package/dist/Fog/index.d.ts +1 -0
- package/dist/Fsm/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/Fsm/Adapters/ConfigToParams.js +1 -1
- package/dist/Fsm/Adapters/ConfigToParams.js.map +1 -1
- package/dist/Fsm/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Fsm/Adapters/EntityToConfig.js +1 -1
- package/dist/Fsm/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Fsm/Entities/FsmSource.js +1 -1
- package/dist/Fsm/Entities/FsmSource.js.map +1 -1
- package/dist/Fsm/Factories/FsmInstanceFactory.js +1 -1
- package/dist/Fsm/Factories/FsmInstanceFactory.js.map +1 -1
- package/dist/Fsm/Factories/FsmSourceFactory.js +1 -1
- package/dist/Fsm/Factories/FsmSourceFactory.js.map +1 -1
- package/dist/Fsm/Services/FsmService.js +1 -1
- package/dist/Fsm/Services/FsmService.js.map +1 -1
- package/dist/Fsm/Wrappers/FsmWrapper.js +1 -1
- package/dist/Fsm/Wrappers/FsmWrapper.js.map +1 -1
- package/dist/Global/Decorators/ContainerDecorator.js +1 -1
- package/dist/Global/Decorators/ContainerDecorator.js.map +1 -1
- package/dist/Global/Utils/ContainerUtils.js +1 -1
- package/dist/Global/Utils/ContainerUtils.js.map +1 -1
- package/dist/Intersections/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/Intersections/Adapters/ConfigToParams.js +1 -1
- package/dist/Intersections/Adapters/ConfigToParams.js.map +1 -1
- package/dist/Intersections/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Intersections/Adapters/EntityToConfig.js +1 -1
- package/dist/Intersections/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Intersections/Factories/IntersectionsWatcherFactory.js +1 -1
- package/dist/Intersections/Factories/IntersectionsWatcherFactory.js.map +1 -1
- package/dist/Intersections/Services/IntersectionsWatcherService.js +1 -1
- package/dist/Intersections/Services/IntersectionsWatcherService.js.map +1 -1
- package/dist/Intersections/Utils/IntersectionsWatcherUtils.js +1 -1
- package/dist/Intersections/Utils/IntersectionsWatcherUtils.js.map +1 -1
- package/dist/Intersections/Watchers/AbstractIntersectionsWatcher.js +1 -1
- package/dist/Intersections/Watchers/AbstractIntersectionsWatcher.js.map +1 -1
- package/dist/Intersections/Watchers/IntersectionsCameraWatcher.js +1 -1
- package/dist/Intersections/Watchers/IntersectionsCameraWatcher.js.map +1 -1
- package/dist/Intersections/Watchers/IntersectionsDirectionWatcher.js +1 -1
- package/dist/Intersections/Watchers/IntersectionsDirectionWatcher.js.map +1 -1
- package/dist/Intersections/index.d.ts +1 -1
- package/dist/Keyboard/Services/KeyboardService.js +1 -1
- package/dist/Keyboard/Services/KeyboardService.js.map +1 -1
- package/dist/Keyboard/Utils/KeysRxJsUtils.js +1 -1
- package/dist/Keyboard/Utils/KeysRxJsUtils.js.map +1 -1
- package/dist/Keyboard/Utils/KeysUtils.js +1 -1
- package/dist/Keyboard/Utils/KeysUtils.js.map +1 -1
- package/dist/Keyboard/Watchers/KeyComboWatcher.js +1 -1
- package/dist/Keyboard/Watchers/KeyComboWatcher.js.map +1 -1
- package/dist/Keyboard/Watchers/KeyPressWatcher.js +1 -1
- package/dist/Keyboard/Watchers/KeyPressWatcher.js.map +1 -1
- package/dist/Keyboard/Watchers/KeyReleaseWatcher.js +1 -1
- package/dist/Keyboard/Watchers/KeyReleaseWatcher.js.map +1 -1
- package/dist/Kinematic/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/Kinematic/Adapters/ConfigToParams.js +1 -1
- package/dist/Kinematic/Adapters/ConfigToParams.js.map +1 -1
- package/dist/Kinematic/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Kinematic/Adapters/EntityToConfig.js +1 -1
- package/dist/Kinematic/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Kinematic/Adapters/index.d.ts +1 -1
- package/dist/Kinematic/Constants/KinematicConstants.js +1 -1
- package/dist/Kinematic/Constants/KinematicConstants.js.map +1 -1
- package/dist/Kinematic/Utils/KinematicUtils.js +1 -1
- package/dist/Kinematic/Utils/KinematicUtils.js.map +1 -1
- package/dist/Light/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/Light/Adapters/ConfigToParams.js +1 -1
- package/dist/Light/Adapters/ConfigToParams.js.map +1 -1
- package/dist/Light/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Light/Adapters/EntityToConfig.js +1 -1
- package/dist/Light/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Light/Factories/LightFactory.js +1 -1
- package/dist/Light/Factories/LightFactory.js.map +1 -1
- package/dist/Light/Utils/Utils.js +1 -1
- package/dist/Light/Utils/Utils.js.map +1 -1
- package/dist/Light/Wrappers/AbstractLightWrapper.js +1 -1
- package/dist/Light/Wrappers/AbstractLightWrapper.js.map +1 -1
- package/dist/Light/Wrappers/AmbientLightWrapper.js +1 -1
- package/dist/Light/Wrappers/AmbientLightWrapper.js.map +1 -1
- package/dist/Light/Wrappers/DirectionalLightWrapper.js +1 -1
- package/dist/Light/Wrappers/DirectionalLightWrapper.js.map +1 -1
- package/dist/Light/Wrappers/HemisphereLightWrapper.js +1 -1
- package/dist/Light/Wrappers/HemisphereLightWrapper.js.map +1 -1
- package/dist/Light/Wrappers/LightWrapperHelper.js +1 -1
- package/dist/Light/Wrappers/LightWrapperHelper.js.map +1 -1
- package/dist/Light/Wrappers/PointLightWrapper.js +1 -1
- package/dist/Light/Wrappers/PointLightWrapper.js.map +1 -1
- package/dist/Light/Wrappers/RectAreaLightWrapper.js +1 -1
- package/dist/Light/Wrappers/RectAreaLightWrapper.js.map +1 -1
- package/dist/Light/Wrappers/SpotLightWrapper.js +1 -1
- package/dist/Light/Wrappers/SpotLightWrapper.js.map +1 -1
- package/dist/Light/index.d.ts +1 -0
- package/dist/LoadingManager/Wrappers/LoadingManagerWrapper.js +1 -1
- package/dist/LoadingManager/Wrappers/LoadingManagerWrapper.js.map +1 -1
- package/dist/Loop/Entities/DeltaCalculator.js +1 -1
- package/dist/Loop/Entities/DeltaCalculator.js.map +1 -1
- package/dist/Loop/Entities/Loop.js +1 -1
- package/dist/Loop/Entities/Loop.js.map +1 -1
- package/dist/Material/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/Material/Adapters/ConfigToParams.js +1 -1
- package/dist/Material/Adapters/ConfigToParams.js.map +1 -1
- package/dist/Material/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Material/Adapters/EntityToConfig.js +1 -1
- package/dist/Material/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Material/Constants/BlendEquation/BlendEquationMap.js +1 -1
- package/dist/Material/Constants/BlendEquation/BlendEquationMap.js.map +1 -1
- package/dist/Material/Constants/Blending/BlendingMap.js +1 -1
- package/dist/Material/Constants/Blending/BlendingMap.js.map +1 -1
- package/dist/Material/Constants/BlendingDstFactor/BlendingDstFactorMap.js +1 -1
- package/dist/Material/Constants/BlendingDstFactor/BlendingDstFactorMap.js.map +1 -1
- package/dist/Material/Constants/BlendingSrcFactorName/BlendingSrcFactorMap.js +1 -1
- package/dist/Material/Constants/BlendingSrcFactorName/BlendingSrcFactorMap.js.map +1 -1
- package/dist/Material/Constants/Combine/CombineMap.js +1 -1
- package/dist/Material/Constants/Combine/CombineMap.js.map +1 -1
- package/dist/Material/Constants/DepthPacking/DepthPackingStrategiesMap.js +1 -1
- package/dist/Material/Constants/DepthPacking/DepthPackingStrategiesMap.js.map +1 -1
- package/dist/Material/Constants/Format/PixelFormatMap.js +1 -1
- package/dist/Material/Constants/Format/PixelFormatMap.js.map +1 -1
- package/dist/Material/Constants/Material/MaterialMap.js +1 -1
- package/dist/Material/Constants/Material/MaterialMap.js.map +1 -1
- package/dist/Material/Constants/NormalMapTypes/NormalMapTypesMap.js +1 -1
- package/dist/Material/Constants/NormalMapTypes/NormalMapTypesMap.js.map +1 -1
- package/dist/Material/Constants/Side/SideMap.js +1 -1
- package/dist/Material/Constants/Side/SideMap.js.map +1 -1
- package/dist/Material/Constants/StencilFail/StencilFailMap.js +1 -1
- package/dist/Material/Constants/StencilFail/StencilFailMap.js.map +1 -1
- package/dist/Material/Constants/StencilFuncName/StencilFuncMap.js +1 -1
- package/dist/Material/Constants/StencilFuncName/StencilFuncMap.js.map +1 -1
- package/dist/Material/Constants/StencilOpName/StencilOpMap.js +1 -1
- package/dist/Material/Constants/StencilOpName/StencilOpMap.js.map +1 -1
- package/dist/Material/Factories/MaterialFactory.js +1 -1
- package/dist/Material/Factories/MaterialFactory.js.map +1 -1
- package/dist/Material/Mixins/WithMaterial.js +1 -1
- package/dist/Material/Mixins/WithMaterial.js.map +1 -1
- package/dist/Material/Utils/MaterialUtils.js +1 -1
- package/dist/Material/Utils/MaterialUtils.js.map +1 -1
- package/dist/Material/Wrappers/MaterialWrapper.js +1 -1
- package/dist/Material/Wrappers/MaterialWrapper.js.map +1 -1
- package/dist/Material/index.d.ts +1 -0
- package/dist/Math/Utils/AnglesUtils.js +1 -1
- package/dist/Math/Utils/AnglesUtils.js.map +1 -1
- package/dist/Measurements/Utils/MeasurementsUtils.js +1 -1
- package/dist/Measurements/Utils/MeasurementsUtils.js.map +1 -1
- package/dist/Mixins/GameObjects/Mixins/Position/WithPosition2dMixin.js +1 -1
- package/dist/Mixins/GameObjects/Mixins/Position/WithPosition2dMixin.js.map +1 -1
- package/dist/Mixins/GameObjects/Mixins/Position/WithPosition4dMixin.js +1 -1
- package/dist/Mixins/GameObjects/Mixins/Position/WithPosition4dMixin.js.map +1 -1
- package/dist/Mixins/GameObjects/Mixins/Rotatable/WithRotationMixin.js +1 -1
- package/dist/Mixins/GameObjects/Mixins/Rotatable/WithRotationMixin.js.map +1 -1
- package/dist/Mixins/Generics/DestroyableMixin.js +1 -1
- package/dist/Mixins/Generics/DestroyableMixin.js.map +1 -1
- package/dist/Mixins/Generics/ExtractSerializableRegistrableFields.js +1 -1
- package/dist/Mixins/Generics/ExtractSerializableRegistrableFields.js.map +1 -1
- package/dist/Mixins/Generics/WithActiveEntityServiceMixin.js +1 -1
- package/dist/Mixins/Generics/WithActiveEntityServiceMixin.js.map +1 -1
- package/dist/Models3d/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/Models3d/Adapters/ConfigToParams.js +1 -1
- package/dist/Models3d/Adapters/ConfigToParams.js.map +1 -1
- package/dist/Models3d/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Models3d/Adapters/EntityToConfig.js +1 -1
- package/dist/Models3d/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Models3d/Entities/Model3d.js +1 -1
- package/dist/Models3d/Entities/Model3d.js.map +1 -1
- package/dist/Models3d/Factories/Models3dFactory.js +1 -1
- package/dist/Models3d/Factories/Models3dFactory.js.map +1 -1
- package/dist/Models3d/Loaders/Loader3dCore.js +1 -1
- package/dist/Models3d/Loaders/Loader3dCore.js.map +1 -1
- package/dist/Models3d/Loaders/Models3dLoader.js +1 -1
- package/dist/Models3d/Loaders/Models3dLoader.js.map +1 -1
- package/dist/Models3d/Mixins/WithModel3dEntities.js +1 -1
- package/dist/Models3d/Mixins/WithModel3dEntities.js.map +1 -1
- package/dist/Models3d/Utils/SerializationUtils.js +1 -1
- package/dist/Models3d/Utils/SerializationUtils.js.map +1 -1
- package/dist/Models3d/Utils/UtilsModel3d.js +1 -1
- package/dist/Models3d/Utils/UtilsModel3d.js.map +1 -1
- package/dist/Models3d/Utils/UtilsModels3dService.js +1 -1
- package/dist/Models3d/Utils/UtilsModels3dService.js.map +1 -1
- package/dist/Models3d/Utils/UtilsPrimitiveModels3d.js +1 -1
- package/dist/Models3d/Utils/UtilsPrimitiveModels3d.js.map +1 -1
- package/dist/Models3d/index.d.ts +1 -1
- package/dist/Mouse/Services/MouseService.js +1 -1
- package/dist/Mouse/Services/MouseService.js.map +1 -1
- package/dist/Mouse/Utils/MouseUtils.js +1 -1
- package/dist/Mouse/Utils/MouseUtils.js.map +1 -1
- package/dist/Mouse/Watchers/MouseClickWatcher.js +1 -1
- package/dist/Mouse/Watchers/MouseClickWatcher.js.map +1 -1
- package/dist/Mouse/Watchers/MousePositionWatcher.js +1 -1
- package/dist/Mouse/Watchers/MousePositionWatcher.js.map +1 -1
- package/dist/Particles/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/Particles/Adapters/ConfigToParams.js +1 -1
- package/dist/Particles/Adapters/ConfigToParams.js.map +1 -1
- package/dist/Particles/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Particles/Adapters/EntityToConfig.js +1 -1
- package/dist/Particles/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Particles/Factories/ParticlesFactory.js +1 -1
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import{RotationOps,VectorOps}from"../math.js";import{Ball,Capsule,Segment,Triangle,RoundTriangle,Polyline,Voxels,TriMesh,Cuboid,RoundCuboid,Heightfield,Cylinder,RoundCylinder,Cone,RoundCone,ConvexPolyhedron,RoundConvexPolyhedron,Shape}from"./shape.js";import{RayIntersection}from"./ray.js";import{PointProjection}from"./point.js";import{ShapeCastHit,ColliderShapeCastHit}from"./toi.js";import{ShapeContact}from"./contact.js";import{CoefficientCombineRule}from"../dynamics/coefficient_combine_rule.js";import{ActiveEvents}from"../pipeline/event_queue.js";import{ActiveHooks}from"../pipeline/physics_hooks.js";var ActiveCollisionTypes,MassPropsMode;!function(ActiveCollisionTypes){ActiveCollisionTypes[ActiveCollisionTypes.DYNAMIC_DYNAMIC=1]="DYNAMIC_DYNAMIC",ActiveCollisionTypes[ActiveCollisionTypes.DYNAMIC_KINEMATIC=12]="DYNAMIC_KINEMATIC",ActiveCollisionTypes[ActiveCollisionTypes.DYNAMIC_FIXED=2]="DYNAMIC_FIXED",ActiveCollisionTypes[ActiveCollisionTypes.KINEMATIC_KINEMATIC=52224]="KINEMATIC_KINEMATIC",ActiveCollisionTypes[ActiveCollisionTypes.KINEMATIC_FIXED=8704]="KINEMATIC_FIXED",ActiveCollisionTypes[ActiveCollisionTypes.FIXED_FIXED=32]="FIXED_FIXED",ActiveCollisionTypes[ActiveCollisionTypes.DEFAULT=15]="DEFAULT",ActiveCollisionTypes[ActiveCollisionTypes.ALL=60943]="ALL"}(ActiveCollisionTypes||(ActiveCollisionTypes={}));class Collider{constructor(colliderSet,handle,parent,shape){this.colliderSet=colliderSet,this.handle=handle,this._parent=parent,this._shape=shape}finalizeDeserialization(bodies){null!=this.handle&&(this._parent=bodies.get(this.colliderSet.raw.coParent(this.handle)))}ensureShapeIsCached(){this._shape||(this._shape=Shape.fromRaw(this.colliderSet.raw,this.handle))}get shape(){return this.ensureShapeIsCached(),this._shape}clearShapeCache(){this._shape=null}isValid(){return this.colliderSet.raw.contains(this.handle)}translation(){return VectorOps.fromRaw(this.colliderSet.raw.coTranslation(this.handle))}translationWrtParent(){return VectorOps.fromRaw(this.colliderSet.raw.coTranslationWrtParent(this.handle))}rotation(){return RotationOps.fromRaw(this.colliderSet.raw.coRotation(this.handle))}rotationWrtParent(){return RotationOps.fromRaw(this.colliderSet.raw.coRotationWrtParent(this.handle))}isSensor(){return this.colliderSet.raw.coIsSensor(this.handle)}setSensor(isSensor){this.colliderSet.raw.coSetSensor(this.handle,isSensor)}setShape(shape){let rawShape=shape.intoRaw();this.colliderSet.raw.coSetShape(this.handle,rawShape),rawShape.free(),this._shape=shape}setEnabled(enabled){this.colliderSet.raw.coSetEnabled(this.handle,enabled)}isEnabled(){return this.colliderSet.raw.coIsEnabled(this.handle)}setRestitution(restitution){this.colliderSet.raw.coSetRestitution(this.handle,restitution)}setFriction(friction){this.colliderSet.raw.coSetFriction(this.handle,friction)}frictionCombineRule(){return this.colliderSet.raw.coFrictionCombineRule(this.handle)}setFrictionCombineRule(rule){this.colliderSet.raw.coSetFrictionCombineRule(this.handle,rule)}restitutionCombineRule(){return this.colliderSet.raw.coRestitutionCombineRule(this.handle)}setRestitutionCombineRule(rule){this.colliderSet.raw.coSetRestitutionCombineRule(this.handle,rule)}setCollisionGroups(groups){this.colliderSet.raw.coSetCollisionGroups(this.handle,groups)}setSolverGroups(groups){this.colliderSet.raw.coSetSolverGroups(this.handle,groups)}contactSkin(){return this.colliderSet.raw.coContactSkin(this.handle)}setContactSkin(thickness){return this.colliderSet.raw.coSetContactSkin(this.handle,thickness)}activeHooks(){return this.colliderSet.raw.coActiveHooks(this.handle)}setActiveHooks(activeHooks){this.colliderSet.raw.coSetActiveHooks(this.handle,activeHooks)}activeEvents(){return this.colliderSet.raw.coActiveEvents(this.handle)}setActiveEvents(activeEvents){this.colliderSet.raw.coSetActiveEvents(this.handle,activeEvents)}activeCollisionTypes(){return this.colliderSet.raw.coActiveCollisionTypes(this.handle)}setContactForceEventThreshold(threshold){return this.colliderSet.raw.coSetContactForceEventThreshold(this.handle,threshold)}contactForceEventThreshold(){return this.colliderSet.raw.coContactForceEventThreshold(this.handle)}setActiveCollisionTypes(activeCollisionTypes){this.colliderSet.raw.coSetActiveCollisionTypes(this.handle,activeCollisionTypes)}setDensity(density){this.colliderSet.raw.coSetDensity(this.handle,density)}setMass(mass){this.colliderSet.raw.coSetMass(this.handle,mass)}setMassProperties(mass,centerOfMass,principalAngularInertia,angularInertiaLocalFrame){let rawCom=VectorOps.intoRaw(centerOfMass),rawPrincipalInertia=VectorOps.intoRaw(principalAngularInertia),rawInertiaFrame=RotationOps.intoRaw(angularInertiaLocalFrame);this.colliderSet.raw.coSetMassProperties(this.handle,mass,rawCom,rawPrincipalInertia,rawInertiaFrame),rawCom.free(),rawPrincipalInertia.free(),rawInertiaFrame.free()}setTranslation(tra){this.colliderSet.raw.coSetTranslation(this.handle,tra.x,tra.y,tra.z)}setTranslationWrtParent(tra){this.colliderSet.raw.coSetTranslationWrtParent(this.handle,tra.x,tra.y,tra.z)}setRotation(rot){this.colliderSet.raw.coSetRotation(this.handle,rot.x,rot.y,rot.z,rot.w)}setRotationWrtParent(rot){this.colliderSet.raw.coSetRotationWrtParent(this.handle,rot.x,rot.y,rot.z,rot.w)}shapeType(){return this.colliderSet.raw.coShapeType(this.handle)}halfExtents(){return VectorOps.fromRaw(this.colliderSet.raw.coHalfExtents(this.handle))}setHalfExtents(newHalfExtents){const rawPoint=VectorOps.intoRaw(newHalfExtents);this.colliderSet.raw.coSetHalfExtents(this.handle,rawPoint)}radius(){return this.colliderSet.raw.coRadius(this.handle)}setRadius(newRadius){this.colliderSet.raw.coSetRadius(this.handle,newRadius)}roundRadius(){return this.colliderSet.raw.coRoundRadius(this.handle)}setRoundRadius(newBorderRadius){this.colliderSet.raw.coSetRoundRadius(this.handle,newBorderRadius)}halfHeight(){return this.colliderSet.raw.coHalfHeight(this.handle)}setHalfHeight(newHalfheight){this.colliderSet.raw.coSetHalfHeight(this.handle,newHalfheight)}setVoxel(ix,iy,iz,filled){this.colliderSet.raw.coSetVoxel(this.handle,ix,iy,iz,filled),this._shape=null}propagateVoxelChange(voxels2,ix,iy,iz,shift_x,shift_y,shift_z){this.colliderSet.raw.coPropagateVoxelChange(this.handle,voxels2.handle,ix,iy,iz,shift_x,shift_y,shift_z),this._shape=null}combineVoxelStates(voxels2,shift_x,shift_y,shift_z){this.colliderSet.raw.coCombineVoxelStates(this.handle,voxels2.handle,shift_x,shift_y,shift_z),this._shape=null}vertices(){return this.colliderSet.raw.coVertices(this.handle)}indices(){return this.colliderSet.raw.coIndices(this.handle)}heightfieldHeights(){return this.colliderSet.raw.coHeightfieldHeights(this.handle)}heightfieldScale(){let scale=this.colliderSet.raw.coHeightfieldScale(this.handle);return VectorOps.fromRaw(scale)}heightfieldNRows(){return this.colliderSet.raw.coHeightfieldNRows(this.handle)}heightfieldNCols(){return this.colliderSet.raw.coHeightfieldNCols(this.handle)}parent(){return this._parent}friction(){return this.colliderSet.raw.coFriction(this.handle)}restitution(){return this.colliderSet.raw.coRestitution(this.handle)}density(){return this.colliderSet.raw.coDensity(this.handle)}mass(){return this.colliderSet.raw.coMass(this.handle)}volume(){return this.colliderSet.raw.coVolume(this.handle)}collisionGroups(){return this.colliderSet.raw.coCollisionGroups(this.handle)}solverGroups(){return this.colliderSet.raw.coSolverGroups(this.handle)}containsPoint(point){let rawPoint=VectorOps.intoRaw(point),result=this.colliderSet.raw.coContainsPoint(this.handle,rawPoint);return rawPoint.free(),result}projectPoint(point,solid){let rawPoint=VectorOps.intoRaw(point),result=PointProjection.fromRaw(this.colliderSet.raw.coProjectPoint(this.handle,rawPoint,solid));return rawPoint.free(),result}intersectsRay(ray,maxToi){let rawOrig=VectorOps.intoRaw(ray.origin),rawDir=VectorOps.intoRaw(ray.dir),result=this.colliderSet.raw.coIntersectsRay(this.handle,rawOrig,rawDir,maxToi);return rawOrig.free(),rawDir.free(),result}castShape(collider1Vel,shape2,shape2Pos,shape2Rot,shape2Vel,targetDistance,maxToi,stopAtPenetration){let rawCollider1Vel=VectorOps.intoRaw(collider1Vel),rawShape2Pos=VectorOps.intoRaw(shape2Pos),rawShape2Rot=RotationOps.intoRaw(shape2Rot),rawShape2Vel=VectorOps.intoRaw(shape2Vel),rawShape2=shape2.intoRaw(),result=ShapeCastHit.fromRaw(this.colliderSet,this.colliderSet.raw.coCastShape(this.handle,rawCollider1Vel,rawShape2,rawShape2Pos,rawShape2Rot,rawShape2Vel,targetDistance,maxToi,stopAtPenetration));return rawCollider1Vel.free(),rawShape2Pos.free(),rawShape2Rot.free(),rawShape2Vel.free(),rawShape2.free(),result}castCollider(collider1Vel,collider2,collider2Vel,targetDistance,maxToi,stopAtPenetration){let rawCollider1Vel=VectorOps.intoRaw(collider1Vel),rawCollider2Vel=VectorOps.intoRaw(collider2Vel),result=ColliderShapeCastHit.fromRaw(this.colliderSet,this.colliderSet.raw.coCastCollider(this.handle,rawCollider1Vel,collider2.handle,rawCollider2Vel,targetDistance,maxToi,stopAtPenetration));return rawCollider1Vel.free(),rawCollider2Vel.free(),result}intersectsShape(shape2,shapePos2,shapeRot2){let rawPos2=VectorOps.intoRaw(shapePos2),rawRot2=RotationOps.intoRaw(shapeRot2),rawShape2=shape2.intoRaw(),result=this.colliderSet.raw.coIntersectsShape(this.handle,rawShape2,rawPos2,rawRot2);return rawPos2.free(),rawRot2.free(),rawShape2.free(),result}contactShape(shape2,shape2Pos,shape2Rot,prediction){let rawPos2=VectorOps.intoRaw(shape2Pos),rawRot2=RotationOps.intoRaw(shape2Rot),rawShape2=shape2.intoRaw(),result=ShapeContact.fromRaw(this.colliderSet.raw.coContactShape(this.handle,rawShape2,rawPos2,rawRot2,prediction));return rawPos2.free(),rawRot2.free(),rawShape2.free(),result}contactCollider(collider2,prediction){return ShapeContact.fromRaw(this.colliderSet.raw.coContactCollider(this.handle,collider2.handle,prediction))}castRay(ray,maxToi,solid){let rawOrig=VectorOps.intoRaw(ray.origin),rawDir=VectorOps.intoRaw(ray.dir),result=this.colliderSet.raw.coCastRay(this.handle,rawOrig,rawDir,maxToi,solid);return rawOrig.free(),rawDir.free(),result}castRayAndGetNormal(ray,maxToi,solid){let rawOrig=VectorOps.intoRaw(ray.origin),rawDir=VectorOps.intoRaw(ray.dir),result=RayIntersection.fromRaw(this.colliderSet.raw.coCastRayAndGetNormal(this.handle,rawOrig,rawDir,maxToi,solid));return rawOrig.free(),rawDir.free(),result}}!function(MassPropsMode){MassPropsMode[MassPropsMode.Density=0]="Density",MassPropsMode[MassPropsMode.Mass=1]="Mass",MassPropsMode[MassPropsMode.MassProps=2]="MassProps"}(MassPropsMode||(MassPropsMode={}));class ColliderDesc{constructor(shape){this.enabled=!0,this.shape=shape,this.massPropsMode=MassPropsMode.Density,this.density=1,this.friction=.5,this.restitution=0,this.rotation=RotationOps.identity(),this.translation=VectorOps.zeros(),this.isSensor=!1,this.collisionGroups=4294967295,this.solverGroups=4294967295,this.frictionCombineRule=CoefficientCombineRule.Average,this.restitutionCombineRule=CoefficientCombineRule.Average,this.activeCollisionTypes=ActiveCollisionTypes.DEFAULT,this.activeEvents=ActiveEvents.NONE,this.activeHooks=ActiveHooks.NONE,this.mass=0,this.centerOfMass=VectorOps.zeros(),this.contactForceEventThreshold=0,this.contactSkin=0,this.principalAngularInertia=VectorOps.zeros(),this.angularInertiaLocalFrame=RotationOps.identity()}static ball(radius){const shape=new Ball(radius);return new ColliderDesc(shape)}static capsule(halfHeight,radius){const shape=new Capsule(halfHeight,radius);return new ColliderDesc(shape)}static segment(a,b){const shape=new Segment(a,b);return new ColliderDesc(shape)}static triangle(a,b,c){const shape=new Triangle(a,b,c);return new ColliderDesc(shape)}static roundTriangle(a,b,c,borderRadius){const shape=new RoundTriangle(a,b,c,borderRadius);return new ColliderDesc(shape)}static polyline(vertices,indices){const shape=new Polyline(vertices,indices);return new ColliderDesc(shape)}static voxels(voxels,voxelSize){const shape=new Voxels(voxels,voxelSize);return new ColliderDesc(shape)}static trimesh(vertices,indices,flags){const shape=new TriMesh(vertices,indices,flags);return new ColliderDesc(shape)}static cuboid(hx,hy,hz){const shape=new Cuboid(hx,hy,hz);return new ColliderDesc(shape)}static roundCuboid(hx,hy,hz,borderRadius){const shape=new RoundCuboid(hx,hy,hz,borderRadius);return new ColliderDesc(shape)}static heightfield(nrows,ncols,heights,scale,flags){const shape=new Heightfield(nrows,ncols,heights,scale,flags);return new ColliderDesc(shape)}static cylinder(halfHeight,radius){const shape=new Cylinder(halfHeight,radius);return new ColliderDesc(shape)}static roundCylinder(halfHeight,radius,borderRadius){const shape=new RoundCylinder(halfHeight,radius,borderRadius);return new ColliderDesc(shape)}static cone(halfHeight,radius){const shape=new Cone(halfHeight,radius);return new ColliderDesc(shape)}static roundCone(halfHeight,radius,borderRadius){const shape=new RoundCone(halfHeight,radius,borderRadius);return new ColliderDesc(shape)}static convexHull(points){const shape=new ConvexPolyhedron(points,null);return new ColliderDesc(shape)}static convexMesh(vertices,indices){const shape=new ConvexPolyhedron(vertices,indices);return new ColliderDesc(shape)}static roundConvexHull(points,borderRadius){const shape=new RoundConvexPolyhedron(points,null,borderRadius);return new ColliderDesc(shape)}static roundConvexMesh(vertices,indices,borderRadius){const shape=new RoundConvexPolyhedron(vertices,indices,borderRadius);return new ColliderDesc(shape)}setTranslation(x,y,z){if("number"!=typeof x||"number"!=typeof y||"number"!=typeof z)throw TypeError("The translation components must be numbers.");return this.translation={x:x,y:y,z:z},this}setRotation(rot){return RotationOps.copy(this.rotation,rot),this}setSensor(sensor){return this.isSensor=sensor,this}setEnabled(enabled){return this.enabled=enabled,this}setContactSkin(thickness){return this.contactSkin=thickness,this}setDensity(density){return this.massPropsMode=MassPropsMode.Density,this.density=density,this}setMass(mass){return this.massPropsMode=MassPropsMode.Mass,this.mass=mass,this}setMassProperties(mass,centerOfMass,principalAngularInertia,angularInertiaLocalFrame){return this.massPropsMode=MassPropsMode.MassProps,this.mass=mass,VectorOps.copy(this.centerOfMass,centerOfMass),VectorOps.copy(this.principalAngularInertia,principalAngularInertia),RotationOps.copy(this.angularInertiaLocalFrame,angularInertiaLocalFrame),this}setRestitution(restitution){return this.restitution=restitution,this}setFriction(friction){return this.friction=friction,this}setFrictionCombineRule(rule){return this.frictionCombineRule=rule,this}setRestitutionCombineRule(rule){return this.restitutionCombineRule=rule,this}setCollisionGroups(groups){return this.collisionGroups=groups,this}setSolverGroups(groups){return this.solverGroups=groups,this}setActiveHooks(activeHooks){return this.activeHooks=activeHooks,this}setActiveEvents(activeEvents){return this.activeEvents=activeEvents,this}setActiveCollisionTypes(activeCollisionTypes){return this.activeCollisionTypes=activeCollisionTypes,this}setContactForceEventThreshold(threshold){return this.contactForceEventThreshold=threshold,this}}export{ActiveCollisionTypes,Collider,ColliderDesc,MassPropsMode};
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{"version":3,"file":"collider.js","sources":["../../../../../../../../../../../../node_modules/@dimforge/rapier3d/geometry/collider.js"],"sourcesContent":["import { RotationOps, VectorOps } from \"../math\";\nimport { CoefficientCombineRule, } from \"../dynamics\";\nimport { ActiveHooks, ActiveEvents } from \"../pipeline\";\nimport { Shape, Cuboid, Ball, Capsule, Voxels, TriMesh, Polyline, Heightfield, Segment, Triangle, RoundTriangle, RoundCuboid, \n// #if DIM3\nCylinder, RoundCylinder, Cone, RoundCone, ConvexPolyhedron, RoundConvexPolyhedron,\n// #endif\n } from \"./shape\";\nimport { RayIntersection } from \"./ray\";\nimport { PointProjection } from \"./point\";\nimport { ColliderShapeCastHit, ShapeCastHit } from \"./toi\";\nimport { ShapeContact } from \"./contact\";\n/**\n * Flags affecting whether collision-detection happens between two colliders\n * depending on the type of rigid-bodies they are attached to.\n */\nexport var ActiveCollisionTypes;\n(function (ActiveCollisionTypes) {\n /**\n * Enable collision-detection between a collider attached to a dynamic body\n * and another collider attached to a dynamic body.\n */\n ActiveCollisionTypes[ActiveCollisionTypes[\"DYNAMIC_DYNAMIC\"] = 1] = \"DYNAMIC_DYNAMIC\";\n /**\n * Enable collision-detection between a collider attached to a dynamic body\n * and another collider attached to a kinematic body.\n */\n ActiveCollisionTypes[ActiveCollisionTypes[\"DYNAMIC_KINEMATIC\"] = 12] = \"DYNAMIC_KINEMATIC\";\n /**\n * Enable collision-detection between a collider attached to a dynamic body\n * and another collider attached to a fixed body (or not attached to any body).\n */\n ActiveCollisionTypes[ActiveCollisionTypes[\"DYNAMIC_FIXED\"] = 2] = \"DYNAMIC_FIXED\";\n /**\n * Enable collision-detection between a collider attached to a kinematic body\n * and another collider attached to a kinematic body.\n */\n ActiveCollisionTypes[ActiveCollisionTypes[\"KINEMATIC_KINEMATIC\"] = 52224] = \"KINEMATIC_KINEMATIC\";\n /**\n * Enable collision-detection between a collider attached to a kinematic body\n * and another collider attached to a fixed body (or not attached to any body).\n */\n ActiveCollisionTypes[ActiveCollisionTypes[\"KINEMATIC_FIXED\"] = 8704] = \"KINEMATIC_FIXED\";\n /**\n * Enable collision-detection between a collider attached to a fixed body (or\n * not attached to any body) and another collider attached to a fixed body (or\n * not attached to any body).\n */\n ActiveCollisionTypes[ActiveCollisionTypes[\"FIXED_FIXED\"] = 32] = \"FIXED_FIXED\";\n /**\n * The default active collision types, enabling collisions between a dynamic body\n * and another body of any type, but not enabling collisions between two non-dynamic bodies.\n */\n ActiveCollisionTypes[ActiveCollisionTypes[\"DEFAULT\"] = 15] = \"DEFAULT\";\n /**\n * Enable collisions between any kind of rigid-bodies (including between two non-dynamic bodies).\n */\n ActiveCollisionTypes[ActiveCollisionTypes[\"ALL\"] = 60943] = \"ALL\";\n})(ActiveCollisionTypes || (ActiveCollisionTypes = {}));\n/**\n * A geometric entity that can be attached to a body so it can be affected\n * by contacts and proximity queries.\n */\nexport class Collider {\n constructor(colliderSet, handle, parent, shape) {\n this.colliderSet = colliderSet;\n this.handle = handle;\n this._parent = parent;\n this._shape = shape;\n }\n /** @internal */\n finalizeDeserialization(bodies) {\n if (this.handle != null) {\n this._parent = bodies.get(this.colliderSet.raw.coParent(this.handle));\n }\n }\n ensureShapeIsCached() {\n if (!this._shape)\n this._shape = Shape.fromRaw(this.colliderSet.raw, this.handle);\n }\n /**\n * The shape of this collider.\n */\n get shape() {\n this.ensureShapeIsCached();\n return this._shape;\n }\n /**\n * Set the internal cached JS shape to null.\n *\n * This can be useful if you want to free some memory (assuming you are not\n * holding any other references to the shape object), or in order to force\n * the recalculation of the JS shape (the next time the `shape` getter is\n * accessed) from the WASM source of truth.\n */\n clearShapeCache() {\n this._shape = null;\n }\n /**\n * Checks if this collider is still valid (i.e. that it has\n * not been deleted from the collider set yet).\n */\n isValid() {\n return this.colliderSet.raw.contains(this.handle);\n }\n /**\n * The world-space translation of this collider.\n */\n translation() {\n return VectorOps.fromRaw(this.colliderSet.raw.coTranslation(this.handle));\n }\n /**\n * The translation of this collider relative to its parent rigid-body.\n *\n * Returns `null` if the collider doesn’t have a parent rigid-body.\n */\n translationWrtParent() {\n return VectorOps.fromRaw(this.colliderSet.raw.coTranslationWrtParent(this.handle));\n }\n /**\n * The world-space orientation of this collider.\n */\n rotation() {\n return RotationOps.fromRaw(this.colliderSet.raw.coRotation(this.handle));\n }\n /**\n * The orientation of this collider relative to its parent rigid-body.\n *\n * Returns `null` if the collider doesn’t have a parent rigid-body.\n */\n rotationWrtParent() {\n return RotationOps.fromRaw(this.colliderSet.raw.coRotationWrtParent(this.handle));\n }\n /**\n * Is this collider a sensor?\n */\n isSensor() {\n return this.colliderSet.raw.coIsSensor(this.handle);\n }\n /**\n * Sets whether this collider is a sensor.\n * @param isSensor - If `true`, the collider will be a sensor.\n */\n setSensor(isSensor) {\n this.colliderSet.raw.coSetSensor(this.handle, isSensor);\n }\n /**\n * Sets the new shape of the collider.\n * @param shape - The collider’s new shape.\n */\n setShape(shape) {\n let rawShape = shape.intoRaw();\n this.colliderSet.raw.coSetShape(this.handle, rawShape);\n rawShape.free();\n this._shape = shape;\n }\n /**\n * Sets whether this collider is enabled or not.\n *\n * @param enabled - Set to `false` to disable this collider (its parent rigid-body won’t be disabled automatically by this).\n */\n setEnabled(enabled) {\n this.colliderSet.raw.coSetEnabled(this.handle, enabled);\n }\n /**\n * Is this collider enabled?\n */\n isEnabled() {\n return this.colliderSet.raw.coIsEnabled(this.handle);\n }\n /**\n * Sets the restitution coefficient of the collider to be created.\n *\n * @param restitution - The restitution coefficient in `[0, 1]`. A value of 0 (the default) means no bouncing behavior\n * while 1 means perfect bouncing (though energy may still be lost due to numerical errors of the\n * constraints solver).\n */\n setRestitution(restitution) {\n this.colliderSet.raw.coSetRestitution(this.handle, restitution);\n }\n /**\n * Sets the friction coefficient of the collider to be created.\n *\n * @param friction - The friction coefficient. Must be greater or equal to 0. This is generally smaller than 1. The\n * higher the coefficient, the stronger friction forces will be for contacts with the collider\n * being built.\n */\n setFriction(friction) {\n this.colliderSet.raw.coSetFriction(this.handle, friction);\n }\n /**\n * Gets the rule used to combine the friction coefficients of two colliders\n * colliders involved in a contact.\n */\n frictionCombineRule() {\n return this.colliderSet.raw.coFrictionCombineRule(this.handle);\n }\n /**\n * Sets the rule used to combine the friction coefficients of two colliders\n * colliders involved in a contact.\n *\n * @param rule − The combine rule to apply.\n */\n setFrictionCombineRule(rule) {\n this.colliderSet.raw.coSetFrictionCombineRule(this.handle, rule);\n }\n /**\n * Gets the rule used to combine the restitution coefficients of two colliders\n * colliders involved in a contact.\n */\n restitutionCombineRule() {\n return this.colliderSet.raw.coRestitutionCombineRule(this.handle);\n }\n /**\n * Sets the rule used to combine the restitution coefficients of two colliders\n * colliders involved in a contact.\n *\n * @param rule − The combine rule to apply.\n */\n setRestitutionCombineRule(rule) {\n this.colliderSet.raw.coSetRestitutionCombineRule(this.handle, rule);\n }\n /**\n * Sets the collision groups used by this collider.\n *\n * Two colliders will interact iff. their collision groups are compatible.\n * See the documentation of `InteractionGroups` for details on teh used bit pattern.\n *\n * @param groups - The collision groups used for the collider being built.\n */\n setCollisionGroups(groups) {\n this.colliderSet.raw.coSetCollisionGroups(this.handle, groups);\n }\n /**\n * Sets the solver groups used by this collider.\n *\n * Forces between two colliders in contact will be computed iff their solver\n * groups are compatible.\n * See the documentation of `InteractionGroups` for details on the used bit pattern.\n *\n * @param groups - The solver groups used for the collider being built.\n */\n setSolverGroups(groups) {\n this.colliderSet.raw.coSetSolverGroups(this.handle, groups);\n }\n /**\n * Sets the contact skin for this collider.\n *\n * See the documentation of `ColliderDesc.setContactSkin` for additional details.\n */\n contactSkin() {\n return this.colliderSet.raw.coContactSkin(this.handle);\n }\n /**\n * Sets the contact skin for this collider.\n *\n * See the documentation of `ColliderDesc.setContactSkin` for additional details.\n *\n * @param thickness - The contact skin thickness.\n */\n setContactSkin(thickness) {\n return this.colliderSet.raw.coSetContactSkin(this.handle, thickness);\n }\n /**\n * Get the physics hooks active for this collider.\n */\n activeHooks() {\n return this.colliderSet.raw.coActiveHooks(this.handle);\n }\n /**\n * Set the physics hooks active for this collider.\n *\n * Use this to enable custom filtering rules for contact/intersecstion pairs involving this collider.\n *\n * @param activeHooks - The hooks active for contact/intersection pairs involving this collider.\n */\n setActiveHooks(activeHooks) {\n this.colliderSet.raw.coSetActiveHooks(this.handle, activeHooks);\n }\n /**\n * The events active for this collider.\n */\n activeEvents() {\n return this.colliderSet.raw.coActiveEvents(this.handle);\n }\n /**\n * Set the events active for this collider.\n *\n * Use this to enable contact and/or intersection event reporting for this collider.\n *\n * @param activeEvents - The events active for contact/intersection pairs involving this collider.\n */\n setActiveEvents(activeEvents) {\n this.colliderSet.raw.coSetActiveEvents(this.handle, activeEvents);\n }\n /**\n * Gets the collision types active for this collider.\n */\n activeCollisionTypes() {\n return this.colliderSet.raw.coActiveCollisionTypes(this.handle);\n }\n /**\n * Sets the total force magnitude beyond which a contact force event can be emitted.\n *\n * @param threshold - The new force threshold.\n */\n setContactForceEventThreshold(threshold) {\n return this.colliderSet.raw.coSetContactForceEventThreshold(this.handle, threshold);\n }\n /**\n * The total force magnitude beyond which a contact force event can be emitted.\n */\n contactForceEventThreshold() {\n return this.colliderSet.raw.coContactForceEventThreshold(this.handle);\n }\n /**\n * Set the collision types active for this collider.\n *\n * @param activeCollisionTypes - The hooks active for contact/intersection pairs involving this collider.\n */\n setActiveCollisionTypes(activeCollisionTypes) {\n this.colliderSet.raw.coSetActiveCollisionTypes(this.handle, activeCollisionTypes);\n }\n /**\n * Sets the uniform density of this collider.\n *\n * This will override any previous mass-properties set by `this.setDensity`,\n * `this.setMass`, `this.setMassProperties`, `ColliderDesc.density`,\n * `ColliderDesc.mass`, or `ColliderDesc.massProperties` for this collider.\n *\n * The mass and angular inertia of this collider will be computed automatically based on its\n * shape.\n */\n setDensity(density) {\n this.colliderSet.raw.coSetDensity(this.handle, density);\n }\n /**\n * Sets the mass of this collider.\n *\n * This will override any previous mass-properties set by `this.setDensity`,\n * `this.setMass`, `this.setMassProperties`, `ColliderDesc.density`,\n * `ColliderDesc.mass`, or `ColliderDesc.massProperties` for this collider.\n *\n * The angular inertia of this collider will be computed automatically based on its shape\n * and this mass value.\n */\n setMass(mass) {\n this.colliderSet.raw.coSetMass(this.handle, mass);\n }\n // #if DIM3\n /**\n * Sets the mass of this collider.\n *\n * This will override any previous mass-properties set by `this.setDensity`,\n * `this.setMass`, `this.setMassProperties`, `ColliderDesc.density`,\n * `ColliderDesc.mass`, or `ColliderDesc.massProperties` for this collider.\n */\n setMassProperties(mass, centerOfMass, principalAngularInertia, angularInertiaLocalFrame) {\n let rawCom = VectorOps.intoRaw(centerOfMass);\n let rawPrincipalInertia = VectorOps.intoRaw(principalAngularInertia);\n let rawInertiaFrame = RotationOps.intoRaw(angularInertiaLocalFrame);\n this.colliderSet.raw.coSetMassProperties(this.handle, mass, rawCom, rawPrincipalInertia, rawInertiaFrame);\n rawCom.free();\n rawPrincipalInertia.free();\n rawInertiaFrame.free();\n }\n // #endif\n /**\n * Sets the translation of this collider.\n *\n * @param tra - The world-space position of the collider.\n */\n setTranslation(tra) {\n // #if DIM3\n this.colliderSet.raw.coSetTranslation(this.handle, tra.x, tra.y, tra.z);\n // #endif\n }\n /**\n * Sets the translation of this collider relative to its parent rigid-body.\n *\n * Does nothing if this collider isn't attached to a rigid-body.\n *\n * @param tra - The new translation of the collider relative to its parent.\n */\n setTranslationWrtParent(tra) {\n // #if DIM3\n this.colliderSet.raw.coSetTranslationWrtParent(this.handle, tra.x, tra.y, tra.z);\n // #endif\n }\n // #if DIM3\n /**\n * Sets the rotation quaternion of this collider.\n *\n * This does nothing if a zero quaternion is provided.\n *\n * @param rotation - The rotation to set.\n */\n setRotation(rot) {\n this.colliderSet.raw.coSetRotation(this.handle, rot.x, rot.y, rot.z, rot.w);\n }\n /**\n * Sets the rotation quaternion of this collider relative to its parent rigid-body.\n *\n * This does nothing if a zero quaternion is provided or if this collider isn't\n * attached to a rigid-body.\n *\n * @param rotation - The rotation to set.\n */\n setRotationWrtParent(rot) {\n this.colliderSet.raw.coSetRotationWrtParent(this.handle, rot.x, rot.y, rot.z, rot.w);\n }\n // #endif\n /**\n * The type of the shape of this collider.\n */\n shapeType() {\n return this.colliderSet.raw.coShapeType(this.handle);\n }\n /**\n * The half-extents of this collider if it is a cuboid shape.\n */\n halfExtents() {\n return VectorOps.fromRaw(this.colliderSet.raw.coHalfExtents(this.handle));\n }\n /**\n * Sets the half-extents of this collider if it is a cuboid shape.\n *\n * @param newHalfExtents - desired half extents.\n */\n setHalfExtents(newHalfExtents) {\n const rawPoint = VectorOps.intoRaw(newHalfExtents);\n this.colliderSet.raw.coSetHalfExtents(this.handle, rawPoint);\n }\n /**\n * The radius of this collider if it is a ball, cylinder, capsule, or cone shape.\n */\n radius() {\n return this.colliderSet.raw.coRadius(this.handle);\n }\n /**\n * Sets the radius of this collider if it is a ball, cylinder, capsule, or cone shape.\n *\n * @param newRadius - desired radius.\n */\n setRadius(newRadius) {\n this.colliderSet.raw.coSetRadius(this.handle, newRadius);\n }\n /**\n * The radius of the round edges of this collider if it is a round cylinder.\n */\n roundRadius() {\n return this.colliderSet.raw.coRoundRadius(this.handle);\n }\n /**\n * Sets the radius of the round edges of this collider if it has round edges.\n *\n * @param newBorderRadius - desired round edge radius.\n */\n setRoundRadius(newBorderRadius) {\n this.colliderSet.raw.coSetRoundRadius(this.handle, newBorderRadius);\n }\n /**\n * The half height of this collider if it is a cylinder, capsule, or cone shape.\n */\n halfHeight() {\n return this.colliderSet.raw.coHalfHeight(this.handle);\n }\n /**\n * Sets the half height of this collider if it is a cylinder, capsule, or cone shape.\n *\n * @param newHalfheight - desired half height.\n */\n setHalfHeight(newHalfheight) {\n this.colliderSet.raw.coSetHalfHeight(this.handle, newHalfheight);\n }\n /**\n * If this collider has a Voxels shape, this will mark the voxel at the\n * given grid coordinates as filled or empty (depending on the `filled`\n * argument).\n *\n * Each input value is assumed to be an integer.\n *\n * The operation is O(1), unless the provided coordinates are out of the\n * bounds of the currently allocated internal grid in which case the grid\n * will be grown automatically.\n */\n setVoxel(ix, iy, \n // #if DIM3\n iz, \n // #endif\n filled) {\n this.colliderSet.raw.coSetVoxel(this.handle, ix, iy, \n // #if DIM3\n iz, \n // #endif\n filled);\n // We modified the shape, invalidate it to keep our cache\n // up-to-date the next time the user requests the shape data.\n // PERF: this isn’t ideal for performances as this adds a\n // hidden, non-constant, cost.\n this._shape = null;\n }\n /**\n * If this and `voxels2` are voxel colliders, and a voxel from `this` was\n * modified with `setVoxel`, this will ensure that a\n * moving object transitioning across the boundaries of these colliders\n * won’t suffer from the \"internal edges\" artifact.\n *\n * The indices `ix, iy, iz` indicate the integer coordinates of the voxel in\n * the local coordinate frame of `this`.\n *\n * If the voxels in `voxels2` live in a different coordinate space from `this`,\n * then the `shift_*` argument indicate the distance, in voxel units, between\n * the origin of `this` to the origin of `voxels2`.\n *\n * This method is intended to be called between `this` and all the other\n * voxels colliders with a domain intersecting `this` or sharing a domain\n * boundary. This is an incremental maintenance of the effect of\n * `combineVoxelStates`.\n */\n propagateVoxelChange(voxels2, ix, iy, \n // #if DIM3\n iz, \n // #endif\n shift_x, shift_y, \n // #if DIM3\n shift_z) {\n this.colliderSet.raw.coPropagateVoxelChange(this.handle, voxels2.handle, ix, iy, \n // #if DIM3\n iz, \n // #endif\n shift_x, shift_y, \n // #if DIM3\n shift_z);\n // We modified the shape, invalidate it to keep our cache\n // up-to-date the next time the user requests the shape data.\n // PERF: this isn’t ideal for performances as this adds a\n // hidden, non-constant, cost.\n this._shape = null;\n }\n /**\n * If this and `voxels2` are voxel colliders, this will ensure that a\n * moving object transitioning across the boundaries of these colliders\n * won’t suffer from the \"internal edges\" artifact.\n *\n * If the voxels in `voxels2` live in a different coordinate space from `this`,\n * then the `shift_*` argument indicate the distance, in voxel units, between\n * the origin of `this` to the origin of `voxels2`.\n *\n * This method is intended to be called once between all pairs of voxels\n * colliders with intersecting domains or shared boundaries.\n *\n * If either voxels collider is then modified with `setVoxel`, the\n * `propagateVoxelChange` method must be called to maintain the coupling\n * between the voxels shapes after the modification.\n */\n combineVoxelStates(voxels2, shift_x, shift_y, \n // #if DIM3\n shift_z) {\n this.colliderSet.raw.coCombineVoxelStates(this.handle, voxels2.handle, shift_x, shift_y, \n // #if DIM3\n shift_z);\n // We modified the shape, invalidate it to keep our cache\n // up-to-date the next time the user requests the shape data.\n // PERF: this isn’t ideal for performances as this adds a\n // hidden, non-constant, cost.\n this._shape = null;\n }\n /**\n * If this collider has a triangle mesh, polyline, convex polygon, or convex polyhedron shape,\n * this returns the vertex buffer of said shape.\n */\n vertices() {\n return this.colliderSet.raw.coVertices(this.handle);\n }\n /**\n * If this collider has a triangle mesh, polyline, or convex polyhedron shape,\n * this returns the index buffer of said shape.\n */\n indices() {\n return this.colliderSet.raw.coIndices(this.handle);\n }\n /**\n * If this collider has a heightfield shape, this returns the heights buffer of\n * the heightfield.\n * In 3D, the returned height matrix is provided in column-major order.\n */\n heightfieldHeights() {\n return this.colliderSet.raw.coHeightfieldHeights(this.handle);\n }\n /**\n * If this collider has a heightfield shape, this returns the scale\n * applied to it.\n */\n heightfieldScale() {\n let scale = this.colliderSet.raw.coHeightfieldScale(this.handle);\n return VectorOps.fromRaw(scale);\n }\n // #if DIM3\n /**\n * If this collider has a heightfield shape, this returns the number of\n * rows of its height matrix.\n */\n heightfieldNRows() {\n return this.colliderSet.raw.coHeightfieldNRows(this.handle);\n }\n /**\n * If this collider has a heightfield shape, this returns the number of\n * columns of its height matrix.\n */\n heightfieldNCols() {\n return this.colliderSet.raw.coHeightfieldNCols(this.handle);\n }\n // #endif\n /**\n * The rigid-body this collider is attached to.\n */\n parent() {\n return this._parent;\n }\n /**\n * The friction coefficient of this collider.\n */\n friction() {\n return this.colliderSet.raw.coFriction(this.handle);\n }\n /**\n * The restitution coefficient of this collider.\n */\n restitution() {\n return this.colliderSet.raw.coRestitution(this.handle);\n }\n /**\n * The density of this collider.\n */\n density() {\n return this.colliderSet.raw.coDensity(this.handle);\n }\n /**\n * The mass of this collider.\n */\n mass() {\n return this.colliderSet.raw.coMass(this.handle);\n }\n /**\n * The volume of this collider.\n */\n volume() {\n return this.colliderSet.raw.coVolume(this.handle);\n }\n /**\n * The collision groups of this collider.\n */\n collisionGroups() {\n return this.colliderSet.raw.coCollisionGroups(this.handle);\n }\n /**\n * The solver groups of this collider.\n */\n solverGroups() {\n return this.colliderSet.raw.coSolverGroups(this.handle);\n }\n /**\n * Tests if this collider contains a point.\n *\n * @param point - The point to test.\n */\n containsPoint(point) {\n let rawPoint = VectorOps.intoRaw(point);\n let result = this.colliderSet.raw.coContainsPoint(this.handle, rawPoint);\n rawPoint.free();\n return result;\n }\n /**\n * Find the projection of a point on this collider.\n *\n * @param point - The point to project.\n * @param solid - If this is set to `true` then the collider shapes are considered to\n * be plain (if the point is located inside of a plain shape, its projection is the point\n * itself). If it is set to `false` the collider shapes are considered to be hollow\n * (if the point is located inside of an hollow shape, it is projected on the shape's\n * boundary).\n */\n projectPoint(point, solid) {\n let rawPoint = VectorOps.intoRaw(point);\n let result = PointProjection.fromRaw(this.colliderSet.raw.coProjectPoint(this.handle, rawPoint, solid));\n rawPoint.free();\n return result;\n }\n /**\n * Tests if this collider intersects the given ray.\n *\n * @param ray - The ray to cast.\n * @param maxToi - The maximum time-of-impact that can be reported by this cast. This effectively\n * limits the length of the ray to `ray.dir.norm() * maxToi`.\n */\n intersectsRay(ray, maxToi) {\n let rawOrig = VectorOps.intoRaw(ray.origin);\n let rawDir = VectorOps.intoRaw(ray.dir);\n let result = this.colliderSet.raw.coIntersectsRay(this.handle, rawOrig, rawDir, maxToi);\n rawOrig.free();\n rawDir.free();\n return result;\n }\n /*\n * Computes the smallest time between this and the given shape under translational movement are separated by a distance smaller or equal to distance.\n *\n * @param collider1Vel - The constant velocity of the current shape to cast (i.e. the cast direction).\n * @param shape2 - The shape to cast against.\n * @param shape2Pos - The position of the second shape.\n * @param shape2Rot - The rotation of the second shape.\n * @param shape2Vel - The constant velocity of the second shape.\n * @param targetDistance − If the shape moves closer to this distance from a collider, a hit\n * will be returned.\n * @param maxToi - The maximum time-of-impact that can be reported by this cast. This effectively\n * limits the distance traveled by the shape to `collider1Vel.norm() * maxToi`.\n * @param stopAtPenetration - If set to `false`, the linear shape-cast won’t immediately stop if\n * the shape is penetrating another shape at its starting point **and** its trajectory is such\n * that it’s on a path to exit that penetration state.\n */\n castShape(collider1Vel, shape2, shape2Pos, shape2Rot, shape2Vel, targetDistance, maxToi, stopAtPenetration) {\n let rawCollider1Vel = VectorOps.intoRaw(collider1Vel);\n let rawShape2Pos = VectorOps.intoRaw(shape2Pos);\n let rawShape2Rot = RotationOps.intoRaw(shape2Rot);\n let rawShape2Vel = VectorOps.intoRaw(shape2Vel);\n let rawShape2 = shape2.intoRaw();\n let result = ShapeCastHit.fromRaw(this.colliderSet, this.colliderSet.raw.coCastShape(this.handle, rawCollider1Vel, rawShape2, rawShape2Pos, rawShape2Rot, rawShape2Vel, targetDistance, maxToi, stopAtPenetration));\n rawCollider1Vel.free();\n rawShape2Pos.free();\n rawShape2Rot.free();\n rawShape2Vel.free();\n rawShape2.free();\n return result;\n }\n /*\n * Computes the smallest time between this and the given collider under translational movement are separated by a distance smaller or equal to distance.\n *\n * @param collider1Vel - The constant velocity of the current collider to cast (i.e. the cast direction).\n * @param collider2 - The collider to cast against.\n * @param collider2Vel - The constant velocity of the second collider.\n * @param targetDistance − If the shape moves closer to this distance from a collider, a hit\n * will be returned.\n * @param maxToi - The maximum time-of-impact that can be reported by this cast. This effectively\n * limits the distance traveled by the shape to `shapeVel.norm() * maxToi`.\n * @param stopAtPenetration - If set to `false`, the linear shape-cast won’t immediately stop if\n * the shape is penetrating another shape at its starting point **and** its trajectory is such\n * that it’s on a path to exit that penetration state.\n */\n castCollider(collider1Vel, collider2, collider2Vel, targetDistance, maxToi, stopAtPenetration) {\n let rawCollider1Vel = VectorOps.intoRaw(collider1Vel);\n let rawCollider2Vel = VectorOps.intoRaw(collider2Vel);\n let result = ColliderShapeCastHit.fromRaw(this.colliderSet, this.colliderSet.raw.coCastCollider(this.handle, rawCollider1Vel, collider2.handle, rawCollider2Vel, targetDistance, maxToi, stopAtPenetration));\n rawCollider1Vel.free();\n rawCollider2Vel.free();\n return result;\n }\n intersectsShape(shape2, shapePos2, shapeRot2) {\n let rawPos2 = VectorOps.intoRaw(shapePos2);\n let rawRot2 = RotationOps.intoRaw(shapeRot2);\n let rawShape2 = shape2.intoRaw();\n let result = this.colliderSet.raw.coIntersectsShape(this.handle, rawShape2, rawPos2, rawRot2);\n rawPos2.free();\n rawRot2.free();\n rawShape2.free();\n return result;\n }\n /**\n * Computes one pair of contact points between the shape owned by this collider and the given shape.\n *\n * @param shape2 - The second shape.\n * @param shape2Pos - The initial position of the second shape.\n * @param shape2Rot - The rotation of the second shape.\n * @param prediction - The prediction value, if the shapes are separated by a distance greater than this value, test will fail.\n * @returns `null` if the shapes are separated by a distance greater than prediction, otherwise contact details. The result is given in world-space.\n */\n contactShape(shape2, shape2Pos, shape2Rot, prediction) {\n let rawPos2 = VectorOps.intoRaw(shape2Pos);\n let rawRot2 = RotationOps.intoRaw(shape2Rot);\n let rawShape2 = shape2.intoRaw();\n let result = ShapeContact.fromRaw(this.colliderSet.raw.coContactShape(this.handle, rawShape2, rawPos2, rawRot2, prediction));\n rawPos2.free();\n rawRot2.free();\n rawShape2.free();\n return result;\n }\n /**\n * Computes one pair of contact points between the collider and the given collider.\n *\n * @param collider2 - The second collider.\n * @param prediction - The prediction value, if the shapes are separated by a distance greater than this value, test will fail.\n * @returns `null` if the shapes are separated by a distance greater than prediction, otherwise contact details. The result is given in world-space.\n */\n contactCollider(collider2, prediction) {\n let result = ShapeContact.fromRaw(this.colliderSet.raw.coContactCollider(this.handle, collider2.handle, prediction));\n return result;\n }\n /**\n * Find the closest intersection between a ray and this collider.\n *\n * This also computes the normal at the hit point.\n * @param ray - The ray to cast.\n * @param maxToi - The maximum time-of-impact that can be reported by this cast. This effectively\n * limits the length of the ray to `ray.dir.norm() * maxToi`.\n * @param solid - If `false` then the ray will attempt to hit the boundary of a shape, even if its\n * origin already lies inside of a shape. In other terms, `true` implies that all shapes are plain,\n * whereas `false` implies that all shapes are hollow for this ray-cast.\n * @returns The time-of-impact between this collider and the ray, or `-1` if there is no intersection.\n */\n castRay(ray, maxToi, solid) {\n let rawOrig = VectorOps.intoRaw(ray.origin);\n let rawDir = VectorOps.intoRaw(ray.dir);\n let result = this.colliderSet.raw.coCastRay(this.handle, rawOrig, rawDir, maxToi, solid);\n rawOrig.free();\n rawDir.free();\n return result;\n }\n /**\n * Find the closest intersection between a ray and this collider.\n *\n * This also computes the normal at the hit point.\n * @param ray - The ray to cast.\n * @param maxToi - The maximum time-of-impact that can be reported by this cast. This effectively\n * limits the length of the ray to `ray.dir.norm() * maxToi`.\n * @param solid - If `false` then the ray will attempt to hit the boundary of a shape, even if its\n * origin already lies inside of a shape. In other terms, `true` implies that all shapes are plain,\n * whereas `false` implies that all shapes are hollow for this ray-cast.\n */\n castRayAndGetNormal(ray, maxToi, solid) {\n let rawOrig = VectorOps.intoRaw(ray.origin);\n let rawDir = VectorOps.intoRaw(ray.dir);\n let result = RayIntersection.fromRaw(this.colliderSet.raw.coCastRayAndGetNormal(this.handle, rawOrig, rawDir, maxToi, solid));\n rawOrig.free();\n rawDir.free();\n return result;\n }\n}\nexport var MassPropsMode;\n(function (MassPropsMode) {\n MassPropsMode[MassPropsMode[\"Density\"] = 0] = \"Density\";\n MassPropsMode[MassPropsMode[\"Mass\"] = 1] = \"Mass\";\n MassPropsMode[MassPropsMode[\"MassProps\"] = 2] = \"MassProps\";\n})(MassPropsMode || (MassPropsMode = {}));\nexport class ColliderDesc {\n /**\n * Initializes a collider descriptor from the collision shape.\n *\n * @param shape - The shape of the collider being built.\n */\n constructor(shape) {\n this.enabled = true;\n this.shape = shape;\n this.massPropsMode = MassPropsMode.Density;\n this.density = 1.0;\n this.friction = 0.5;\n this.restitution = 0.0;\n this.rotation = RotationOps.identity();\n this.translation = VectorOps.zeros();\n this.isSensor = false;\n this.collisionGroups = 4294967295;\n this.solverGroups = 4294967295;\n this.frictionCombineRule = CoefficientCombineRule.Average;\n this.restitutionCombineRule = CoefficientCombineRule.Average;\n this.activeCollisionTypes = ActiveCollisionTypes.DEFAULT;\n this.activeEvents = ActiveEvents.NONE;\n this.activeHooks = ActiveHooks.NONE;\n this.mass = 0.0;\n this.centerOfMass = VectorOps.zeros();\n this.contactForceEventThreshold = 0.0;\n this.contactSkin = 0.0;\n // #if DIM3\n this.principalAngularInertia = VectorOps.zeros();\n this.angularInertiaLocalFrame = RotationOps.identity();\n // #endif\n }\n /**\n * Create a new collider descriptor with a ball shape.\n *\n * @param radius - The radius of the ball.\n */\n static ball(radius) {\n const shape = new Ball(radius);\n return new ColliderDesc(shape);\n }\n /**\n * Create a new collider descriptor with a capsule shape.\n *\n * @param halfHeight - The half-height of the capsule, along the `y` axis.\n * @param radius - The radius of the capsule basis.\n */\n static capsule(halfHeight, radius) {\n const shape = new Capsule(halfHeight, radius);\n return new ColliderDesc(shape);\n }\n /**\n * Creates a new segment shape.\n *\n * @param a - The first point of the segment.\n * @param b - The second point of the segment.\n */\n static segment(a, b) {\n const shape = new Segment(a, b);\n return new ColliderDesc(shape);\n }\n /**\n * Creates a new triangle shape.\n *\n * @param a - The first point of the triangle.\n * @param b - The second point of the triangle.\n * @param c - The third point of the triangle.\n */\n static triangle(a, b, c) {\n const shape = new Triangle(a, b, c);\n return new ColliderDesc(shape);\n }\n /**\n * Creates a new triangle shape with round corners.\n *\n * @param a - The first point of the triangle.\n * @param b - The second point of the triangle.\n * @param c - The third point of the triangle.\n * @param borderRadius - The radius of the borders of this triangle. In 3D,\n * this is also equal to half the thickness of the triangle.\n */\n static roundTriangle(a, b, c, borderRadius) {\n const shape = new RoundTriangle(a, b, c, borderRadius);\n return new ColliderDesc(shape);\n }\n /**\n * Creates a new collider descriptor with a polyline shape.\n *\n * @param vertices - The coordinates of the polyline's vertices.\n * @param indices - The indices of the polyline's segments. If this is `undefined` or `null`,\n * the vertices are assumed to describe a line strip.\n */\n static polyline(vertices, indices) {\n const shape = new Polyline(vertices, indices);\n return new ColliderDesc(shape);\n }\n /**\n * Creates a new collider descriptor with a shape made of voxels.\n *\n * @param data - Defines the set of voxels. If this is a `Int32Array` then\n * each voxel is defined from its (signed) grid coordinates,\n * with 3 (resp 2) contiguous integers per voxel in 3D (resp 2D).\n * If this is a `Float32Array`, each voxel will be such that\n * they contain at least one point from this array (where each\n * point is defined from 3 (resp 2) contiguous numbers per point\n * in 3D (resp 2D).\n * @param voxelSize - The size of each voxel.\n */\n static voxels(voxels, voxelSize) {\n const shape = new Voxels(voxels, voxelSize);\n return new ColliderDesc(shape);\n }\n /**\n * Creates a new collider descriptor with a triangle mesh shape.\n *\n * @param vertices - The coordinates of the triangle mesh's vertices.\n * @param indices - The indices of the triangle mesh's triangles.\n */\n static trimesh(vertices, indices, flags) {\n const shape = new TriMesh(vertices, indices, flags);\n return new ColliderDesc(shape);\n }\n // #if DIM3\n /**\n * Creates a new collider descriptor with a cuboid shape.\n *\n * @param hx - The half-width of the rectangle along its local `x` axis.\n * @param hy - The half-width of the rectangle along its local `y` axis.\n * @param hz - The half-width of the rectangle along its local `z` axis.\n */\n static cuboid(hx, hy, hz) {\n const shape = new Cuboid(hx, hy, hz);\n return new ColliderDesc(shape);\n }\n /**\n * Creates a new collider descriptor with a rectangular shape with round borders.\n *\n * @param hx - The half-width of the rectangle along its local `x` axis.\n * @param hy - The half-width of the rectangle along its local `y` axis.\n * @param hz - The half-width of the rectangle along its local `z` axis.\n * @param borderRadius - The radius of the cuboid's borders.\n */\n static roundCuboid(hx, hy, hz, borderRadius) {\n const shape = new RoundCuboid(hx, hy, hz, borderRadius);\n return new ColliderDesc(shape);\n }\n /**\n * Creates a new collider descriptor with a heightfield shape.\n *\n * @param nrows − The number of rows in the heights matrix.\n * @param ncols - The number of columns in the heights matrix.\n * @param heights - The heights of the heightfield along its local `y` axis,\n * provided as a matrix stored in column-major order.\n * @param scale - The scale factor applied to the heightfield.\n */\n static heightfield(nrows, ncols, heights, scale, flags) {\n const shape = new Heightfield(nrows, ncols, heights, scale, flags);\n return new ColliderDesc(shape);\n }\n /**\n * Create a new collider descriptor with a cylinder shape.\n *\n * @param halfHeight - The half-height of the cylinder, along the `y` axis.\n * @param radius - The radius of the cylinder basis.\n */\n static cylinder(halfHeight, radius) {\n const shape = new Cylinder(halfHeight, radius);\n return new ColliderDesc(shape);\n }\n /**\n * Create a new collider descriptor with a cylinder shape with rounded corners.\n *\n * @param halfHeight - The half-height of the cylinder, along the `y` axis.\n * @param radius - The radius of the cylinder basis.\n * @param borderRadius - The radius of the cylinder's rounded edges and vertices.\n */\n static roundCylinder(halfHeight, radius, borderRadius) {\n const shape = new RoundCylinder(halfHeight, radius, borderRadius);\n return new ColliderDesc(shape);\n }\n /**\n * Create a new collider descriptor with a cone shape.\n *\n * @param halfHeight - The half-height of the cone, along the `y` axis.\n * @param radius - The radius of the cone basis.\n */\n static cone(halfHeight, radius) {\n const shape = new Cone(halfHeight, radius);\n return new ColliderDesc(shape);\n }\n /**\n * Create a new collider descriptor with a cone shape with rounded corners.\n *\n * @param halfHeight - The half-height of the cone, along the `y` axis.\n * @param radius - The radius of the cone basis.\n * @param borderRadius - The radius of the cone's rounded edges and vertices.\n */\n static roundCone(halfHeight, radius, borderRadius) {\n const shape = new RoundCone(halfHeight, radius, borderRadius);\n return new ColliderDesc(shape);\n }\n /**\n * Computes the convex-hull of the given points and use the resulting\n * convex polyhedron as the shape for this new collider descriptor.\n *\n * @param points - The point that will be used to compute the convex-hull.\n */\n static convexHull(points) {\n const shape = new ConvexPolyhedron(points, null);\n return new ColliderDesc(shape);\n }\n /**\n * Creates a new collider descriptor that uses the given set of points assumed\n * to form a convex polyline (no convex-hull computation will be done).\n *\n * @param vertices - The vertices of the convex polyline.\n */\n static convexMesh(vertices, indices) {\n const shape = new ConvexPolyhedron(vertices, indices);\n return new ColliderDesc(shape);\n }\n /**\n * Computes the convex-hull of the given points and use the resulting\n * convex polyhedron as the shape for this new collider descriptor. A\n * border is added to that convex polyhedron to give it round corners.\n *\n * @param points - The point that will be used to compute the convex-hull.\n * @param borderRadius - The radius of the round border added to the convex polyhedron.\n */\n static roundConvexHull(points, borderRadius) {\n const shape = new RoundConvexPolyhedron(points, null, borderRadius);\n return new ColliderDesc(shape);\n }\n /**\n * Creates a new collider descriptor that uses the given set of points assumed\n * to form a round convex polyline (no convex-hull computation will be done).\n *\n * @param vertices - The vertices of the convex polyline.\n * @param borderRadius - The radius of the round border added to the convex polyline.\n */\n static roundConvexMesh(vertices, indices, borderRadius) {\n const shape = new RoundConvexPolyhedron(vertices, indices, borderRadius);\n return new ColliderDesc(shape);\n }\n // #endif\n // #if DIM3\n /**\n * Sets the position of the collider to be created relative to the rigid-body it is attached to.\n */\n setTranslation(x, y, z) {\n if (typeof x != \"number\" ||\n typeof y != \"number\" ||\n typeof z != \"number\")\n throw TypeError(\"The translation components must be numbers.\");\n this.translation = { x: x, y: y, z: z };\n return this;\n }\n // #endif\n /**\n * Sets the rotation of the collider to be created relative to the rigid-body it is attached to.\n *\n * @param rot - The rotation of the collider to be created relative to the rigid-body it is attached to.\n */\n setRotation(rot) {\n // #if DIM3\n RotationOps.copy(this.rotation, rot);\n // #endif\n return this;\n }\n /**\n * Sets whether or not the collider being created is a sensor.\n *\n * A sensor collider does not take part of the physics simulation, but generates\n * proximity events.\n *\n * @param sensor - Set to `true` of the collider built is to be a sensor.\n */\n setSensor(sensor) {\n this.isSensor = sensor;\n return this;\n }\n /**\n * Sets whether the created collider will be enabled or disabled.\n * @param enabled − If set to `false` the collider will be disabled at creation.\n */\n setEnabled(enabled) {\n this.enabled = enabled;\n return this;\n }\n /**\n * Sets the contact skin of the collider.\n *\n * The contact skin acts as if the collider was enlarged with a skin of width `skin_thickness`\n * around it, keeping objects further apart when colliding.\n *\n * A non-zero contact skin can increase performance, and in some cases, stability. However\n * it creates a small gap between colliding object (equal to the sum of their skin). If the\n * skin is sufficiently small, this might not be visually significant or can be hidden by the\n * rendering assets.\n */\n setContactSkin(thickness) {\n this.contactSkin = thickness;\n return this;\n }\n /**\n * Sets the density of the collider being built.\n *\n * The mass and angular inertia tensor will be computed automatically based on this density and the collider’s shape.\n *\n * @param density - The density to set, must be greater or equal to 0. A density of 0 means that this collider\n * will not affect the mass or angular inertia of the rigid-body it is attached to.\n */\n setDensity(density) {\n this.massPropsMode = MassPropsMode.Density;\n this.density = density;\n return this;\n }\n /**\n * Sets the mass of the collider being built.\n *\n * The angular inertia tensor will be computed automatically based on this mass and the collider’s shape.\n *\n * @param mass - The mass to set, must be greater or equal to 0.\n */\n setMass(mass) {\n this.massPropsMode = MassPropsMode.Mass;\n this.mass = mass;\n return this;\n }\n // #if DIM3\n /**\n * Sets the mass properties of the collider being built.\n *\n * This replaces the mass-properties automatically computed from the collider's density and shape.\n * These mass-properties will be added to the mass-properties of the rigid-body this collider will be attached to.\n *\n * @param mass − The mass of the collider to create.\n * @param centerOfMass − The center-of-mass of the collider to create.\n * @param principalAngularInertia − The initial principal angular inertia of the collider to create.\n * These are the eigenvalues of the angular inertia matrix.\n * @param angularInertiaLocalFrame − The initial local angular inertia frame of the collider to create.\n * These are the eigenvectors of the angular inertia matrix.\n */\n setMassProperties(mass, centerOfMass, principalAngularInertia, angularInertiaLocalFrame) {\n this.massPropsMode = MassPropsMode.MassProps;\n this.mass = mass;\n VectorOps.copy(this.centerOfMass, centerOfMass);\n VectorOps.copy(this.principalAngularInertia, principalAngularInertia);\n RotationOps.copy(this.angularInertiaLocalFrame, angularInertiaLocalFrame);\n return this;\n }\n // #endif\n /**\n * Sets the restitution coefficient of the collider to be created.\n *\n * @param restitution - The restitution coefficient in `[0, 1]`. A value of 0 (the default) means no bouncing behavior\n * while 1 means perfect bouncing (though energy may still be lost due to numerical errors of the\n * constraints solver).\n */\n setRestitution(restitution) {\n this.restitution = restitution;\n return this;\n }\n /**\n * Sets the friction coefficient of the collider to be created.\n *\n * @param friction - The friction coefficient. Must be greater or equal to 0. This is generally smaller than 1. The\n * higher the coefficient, the stronger friction forces will be for contacts with the collider\n * being built.\n */\n setFriction(friction) {\n this.friction = friction;\n return this;\n }\n /**\n * Sets the rule used to combine the friction coefficients of two colliders\n * colliders involved in a contact.\n *\n * @param rule − The combine rule to apply.\n */\n setFrictionCombineRule(rule) {\n this.frictionCombineRule = rule;\n return this;\n }\n /**\n * Sets the rule used to combine the restitution coefficients of two colliders\n * colliders involved in a contact.\n *\n * @param rule − The combine rule to apply.\n */\n setRestitutionCombineRule(rule) {\n this.restitutionCombineRule = rule;\n return this;\n }\n /**\n * Sets the collision groups used by this collider.\n *\n * Two colliders will interact iff. their collision groups are compatible.\n * See the documentation of `InteractionGroups` for details on teh used bit pattern.\n *\n * @param groups - The collision groups used for the collider being built.\n */\n setCollisionGroups(groups) {\n this.collisionGroups = groups;\n return this;\n }\n /**\n * Sets the solver groups used by this collider.\n *\n * Forces between two colliders in contact will be computed iff their solver\n * groups are compatible.\n * See the documentation of `InteractionGroups` for details on the used bit pattern.\n *\n * @param groups - The solver groups used for the collider being built.\n */\n setSolverGroups(groups) {\n this.solverGroups = groups;\n return this;\n }\n /**\n * Set the physics hooks active for this collider.\n *\n * Use this to enable custom filtering rules for contact/intersecstion pairs involving this collider.\n *\n * @param activeHooks - The hooks active for contact/intersection pairs involving this collider.\n */\n setActiveHooks(activeHooks) {\n this.activeHooks = activeHooks;\n return this;\n }\n /**\n * Set the events active for this collider.\n *\n * Use this to enable contact and/or intersection event reporting for this collider.\n *\n * @param activeEvents - The events active for contact/intersection pairs involving this collider.\n */\n setActiveEvents(activeEvents) {\n this.activeEvents = activeEvents;\n return this;\n }\n /**\n * Set the collision types active for this collider.\n *\n * @param activeCollisionTypes - The hooks active for contact/intersection pairs involving this collider.\n */\n setActiveCollisionTypes(activeCollisionTypes) {\n this.activeCollisionTypes = activeCollisionTypes;\n return this;\n }\n /**\n * Sets the total force magnitude beyond which a contact force event can be emitted.\n *\n * @param threshold - The force threshold to set.\n */\n setContactForceEventThreshold(threshold) {\n this.contactForceEventThreshold = threshold;\n return this;\n }\n}\n//# 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import"../rapier_wasm3d.js";import{Coarena}from"../coarena.js";import{VectorOps,RotationOps}from"../math.js";import{Collider}from"./collider.js";import{RawColliderSet}from"../rapier_wasm3d_bg.js";class ColliderSet{free(){this.raw&&this.raw.free(),this.raw=void 0,this.map&&this.map.clear(),this.map=void 0}constructor(raw){this.raw=raw||new RawColliderSet,this.map=new Coarena,raw&&raw.forEachColliderHandle(handle=>{this.map.set(handle,new Collider(this,handle,null))})}castClosure(f){return handle=>f?f(this.get(handle)):void 0}finalizeDeserialization(bodies){this.map.forEach(collider=>collider.finalizeDeserialization(bodies))}createCollider(bodies,desc,parentHandle){let hasParent=null!=parentHandle&&null!=parentHandle;if(hasParent&&isNaN(parentHandle))throw Error("Cannot create a collider with a parent rigid-body handle that is not a number.");let rawShape=desc.shape.intoRaw(),rawTra=VectorOps.intoRaw(desc.translation),rawRot=RotationOps.intoRaw(desc.rotation),rawCom=VectorOps.intoRaw(desc.centerOfMass),rawPrincipalInertia=VectorOps.intoRaw(desc.principalAngularInertia),rawInertiaFrame=RotationOps.intoRaw(desc.angularInertiaLocalFrame),handle=this.raw.createCollider(desc.enabled,rawShape,rawTra,rawRot,desc.massPropsMode,desc.mass,rawCom,rawPrincipalInertia,rawInertiaFrame,desc.density,desc.friction,desc.restitution,desc.frictionCombineRule,desc.restitutionCombineRule,desc.isSensor,desc.collisionGroups,desc.solverGroups,desc.activeCollisionTypes,desc.activeHooks,desc.activeEvents,desc.contactForceEventThreshold,desc.contactSkin,hasParent,hasParent?parentHandle:0,bodies.raw);rawShape.free(),rawTra.free(),rawRot.free(),rawCom.free(),rawPrincipalInertia.free(),rawInertiaFrame.free();let parent=hasParent?bodies.get(parentHandle):null,collider=new Collider(this,handle,parent,desc.shape);return this.map.set(handle,collider),collider}remove(handle,islands,bodies,wakeUp){this.raw.remove(handle,islands.raw,bodies.raw,wakeUp),this.unmap(handle)}unmap(handle){this.map.delete(handle)}get(handle){return this.map.get(handle)}len(){return this.map.len()}contains(handle){return null!=this.get(handle)}forEach(f){this.map.forEach(f)}getAll(){return this.map.getAll()}}export{ColliderSet};
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//# sourceMappingURL=collider_set.js.map
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{"version":3,"file":"collider_set.js","sources":["../../../../../../../../../../../../node_modules/@dimforge/rapier3d/geometry/collider_set.js"],"sourcesContent":["import { RawColliderSet } from \"../raw\";\nimport { Coarena } from \"../coarena\";\nimport { RotationOps, VectorOps } from \"../math\";\nimport { Collider } from \"./collider\";\n/**\n * A set of rigid bodies that can be handled by a physics pipeline.\n *\n * To avoid leaking WASM resources, this MUST be freed manually with `colliderSet.free()`\n * once you are done using it (and all the rigid-bodies it created).\n */\nexport class ColliderSet {\n /**\n * Release the WASM memory occupied by this collider set.\n */\n free() {\n if (!!this.raw) {\n this.raw.free();\n }\n this.raw = undefined;\n if (!!this.map) {\n this.map.clear();\n }\n this.map = undefined;\n }\n constructor(raw) {\n this.raw = raw || new RawColliderSet();\n this.map = new Coarena();\n // Initialize the map with the existing elements, if any.\n if (raw) {\n raw.forEachColliderHandle((handle) => {\n this.map.set(handle, new Collider(this, handle, null));\n });\n }\n }\n /** @internal */\n castClosure(f) {\n return (handle) => {\n if (!!f) {\n return f(this.get(handle));\n }\n else {\n return undefined;\n }\n };\n }\n /** @internal */\n finalizeDeserialization(bodies) {\n this.map.forEach((collider) => collider.finalizeDeserialization(bodies));\n }\n /**\n * Creates a new collider and return its integer handle.\n *\n * @param bodies - The set of bodies where the collider's parent can be found.\n * @param desc - The collider's description.\n * @param parentHandle - The integer handle of the rigid-body this collider is attached to.\n */\n createCollider(bodies, desc, parentHandle) {\n let hasParent = parentHandle != undefined && parentHandle != null;\n if (hasParent && isNaN(parentHandle))\n throw Error(\"Cannot create a collider with a parent rigid-body handle that is not a number.\");\n let rawShape = desc.shape.intoRaw();\n let rawTra = VectorOps.intoRaw(desc.translation);\n let rawRot = RotationOps.intoRaw(desc.rotation);\n let rawCom = VectorOps.intoRaw(desc.centerOfMass);\n // #if DIM3\n let rawPrincipalInertia = VectorOps.intoRaw(desc.principalAngularInertia);\n let rawInertiaFrame = RotationOps.intoRaw(desc.angularInertiaLocalFrame);\n // #endif\n let handle = this.raw.createCollider(desc.enabled, rawShape, rawTra, rawRot, desc.massPropsMode, desc.mass, rawCom, \n // #if DIM3\n rawPrincipalInertia, rawInertiaFrame, \n // #endif\n desc.density, desc.friction, desc.restitution, desc.frictionCombineRule, desc.restitutionCombineRule, desc.isSensor, desc.collisionGroups, desc.solverGroups, desc.activeCollisionTypes, desc.activeHooks, desc.activeEvents, desc.contactForceEventThreshold, desc.contactSkin, hasParent, hasParent ? parentHandle : 0, bodies.raw);\n rawShape.free();\n rawTra.free();\n rawRot.free();\n rawCom.free();\n // #if DIM3\n rawPrincipalInertia.free();\n rawInertiaFrame.free();\n // #endif\n let parent = hasParent ? bodies.get(parentHandle) : null;\n let collider = new Collider(this, handle, parent, desc.shape);\n this.map.set(handle, collider);\n return collider;\n }\n /**\n * Remove a collider from this set.\n *\n * @param handle - The integer handle of the collider to remove.\n * @param bodies - The set of rigid-body containing the rigid-body the collider is attached to.\n * @param wakeUp - If `true`, the rigid-body the removed collider is attached to will be woken-up automatically.\n */\n remove(handle, islands, bodies, wakeUp) {\n this.raw.remove(handle, islands.raw, bodies.raw, wakeUp);\n this.unmap(handle);\n }\n /**\n * Internal function, do not call directly.\n * @param handle\n */\n unmap(handle) {\n this.map.delete(handle);\n }\n /**\n * Gets the rigid-body with the given handle.\n *\n * @param handle - The handle of the rigid-body to retrieve.\n */\n get(handle) {\n return this.map.get(handle);\n }\n /**\n * The number of colliders on this set.\n */\n len() {\n return this.map.len();\n }\n /**\n * Does this set contain a collider with the given handle?\n *\n * @param handle - The collider handle to check.\n */\n contains(handle) {\n return this.get(handle) != null;\n }\n /**\n * Applies the given closure to each collider contained by this set.\n *\n * @param f - The closure to apply.\n */\n forEach(f) {\n this.map.forEach(f);\n }\n /**\n * Gets all colliders in the list.\n *\n * @returns collider list.\n */\n getAll() {\n return this.map.getAll();\n }\n}\n//# sourceMappingURL=collider_set.js.map"],"names":["ColliderSet","free","this","raw","undefined","map","clear","constructor","RawColliderSet","Coarena","forEachColliderHandle","handle","set","Collider","castClosure","f","get","finalizeDeserialization","bodies","forEach","collider","createCollider","desc","parentHandle","hasParent","isNaN","Error","rawShape","shape","intoRaw","rawTra","VectorOps","translation","rawRot","RotationOps","rotation","rawCom","centerOfMass","rawPrincipalInertia","principalAngularInertia","rawInertiaFrame","angularInertiaLocalFrame","enabled","massPropsMode","mass","density","friction","restitution","frictionCombineRule","restitutionCombineRule","isSensor","collisionGroups","solverGroups","activeCollisionTypes","activeHooks","activeEvents","contactForceEventThreshold","contactSkin","parent","remove","islands","wakeUp","unmap","delete","len","contains","getAll"],"mappings":"oMAUO,MAAMA,YAIT,IAAAC,GACUC,KAAKC,KACPD,KAAKC,IAAIF,OAEbC,KAAKC,SAAMC,EACLF,KAAKG,KACPH,KAAKG,IAAIC,QAEbJ,KAAKG,SAAMD,CACf,CACA,WAAAG,CAAYJ,KACRD,KAAKC,IAAMA,KAAO,IAAIK,eACtBN,KAAKG,IAAM,IAAII,QAEXN,KACAA,IAAIO,sBAAuBC,SACvBT,KAAKG,IAAIO,IAAID,OAAQ,IAAIE,SAASX,KAAMS,OAAQ,QAG5D,CAEA,WAAAG,CAAYC,GACR,OAAQJ,QACEI,EACKA,EAAEb,KAAKc,IAAIL,cAGlB,CAGZ,CAEA,uBAAAM,CAAwBC,QACpBhB,KAAKG,IAAIc,QAASC,UAAaA,SAASH,wBAAwBC,QACpE,CAQA,cAAAG,CAAeH,OAAQI,KAAMC,cACzB,IAAIC,UAA4BpB,MAAhBmB,cAA6C,MAAhBA,aAC7C,GAAIC,WAAaC,MAAMF,cACnB,MAAMG,MAAM,kFAChB,IAAIC,SAAWL,KAAKM,MAAMC,UACtBC,OAASC,UAAUF,QAAQP,KAAKU,aAChCC,OAASC,YAAYL,QAAQP,KAAKa,UAClCC,OAASL,UAAUF,QAAQP,KAAKe,cAEhCC,oBAAsBP,UAAUF,QAAQP,KAAKiB,yBAC7CC,gBAAkBN,YAAYL,QAAQP,KAAKmB,0BAE3C9B,OAAST,KAAKC,IAAIkB,eAAeC,KAAKoB,QAASf,SAAUG,OAAQG,OAAQX,KAAKqB,cAAerB,KAAKsB,KAAMR,OAE5GE,oBAAqBE,gBAErBlB,KAAKuB,QAASvB,KAAKwB,SAAUxB,KAAKyB,YAAazB,KAAK0B,oBAAqB1B,KAAK2B,uBAAwB3B,KAAK4B,SAAU5B,KAAK6B,gBAAiB7B,KAAK8B,aAAc9B,KAAK+B,qBAAsB/B,KAAKgC,YAAahC,KAAKiC,aAAcjC,KAAKkC,2BAA4BlC,KAAKmC,YAAajC,UAAWA,UAAYD,aAAe,EAAGL,OAAOf,KACjUwB,SAAS1B,OACT6B,OAAO7B,OACPgC,OAAOhC,OACPmC,OAAOnC,OAEPqC,oBAAoBrC,OACpBuC,gBAAgBvC,OAEhB,IAAIyD,OAASlC,UAAYN,OAAOF,IAAIO,cAAgB,KAChDH,SAAW,IAAIP,SAASX,KAAMS,OAAQ+C,OAAQpC,KAAKM,OAEvD,OADA1B,KAAKG,IAAIO,IAAID,OAAQS,UACdA,QACX,CAQA,MAAAuC,CAAOhD,OAAQiD,QAAS1C,OAAQ2C,QAC5B3D,KAAKC,IAAIwD,OAAOhD,OAAQiD,QAAQzD,IAAKe,OAAOf,IAAK0D,QACjD3D,KAAK4D,MAAMnD,OACf,CAKA,KAAAmD,CAAMnD,QACFT,KAAKG,IAAI0D,OAAOpD,OACpB,CAMA,GAAAK,CAAIL,QACA,OAAOT,KAAKG,IAAIW,IAAIL,OACxB,CAIA,GAAAqD,GACI,OAAO9D,KAAKG,IAAI2D,KACpB,CAMA,QAAAC,CAAStD,QACL,OAA2B,MAApBT,KAAKc,IAAIL,OACpB,CAMA,OAAAQ,CAAQJ,GACJb,KAAKG,IAAIc,QAAQJ,EACrB,CAMA,MAAAmD,GACI,OAAOhE,KAAKG,IAAI6D,QACpB","x_google_ignoreList":[0]}
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import{VectorOps}from"../math.js";class ShapeContact{constructor(dist,point1,point2,normal1,normal2){this.distance=dist,this.point1=point1,this.point2=point2,this.normal1=normal1,this.normal2=normal2}static fromRaw(raw){if(!raw)return null;const result=new ShapeContact(raw.distance(),VectorOps.fromRaw(raw.point1()),VectorOps.fromRaw(raw.point2()),VectorOps.fromRaw(raw.normal1()),VectorOps.fromRaw(raw.normal2()));return raw.free(),result}}export{ShapeContact};
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{"version":3,"file":"contact.js","sources":["../../../../../../../../../../../../node_modules/@dimforge/rapier3d/geometry/contact.js"],"sourcesContent":["import { VectorOps } from \"../math\";\n/**\n * The contact info between two shapes.\n */\nexport class ShapeContact {\n constructor(dist, point1, point2, normal1, normal2) {\n this.distance = dist;\n this.point1 = point1;\n this.point2 = point2;\n this.normal1 = normal1;\n this.normal2 = normal2;\n }\n static fromRaw(raw) {\n if (!raw)\n return null;\n const result = new ShapeContact(raw.distance(), VectorOps.fromRaw(raw.point1()), VectorOps.fromRaw(raw.point2()), VectorOps.fromRaw(raw.normal1()), VectorOps.fromRaw(raw.normal2()));\n raw.free();\n return result;\n }\n}\n//# sourceMappingURL=contact.js.map"],"names":["ShapeContact","constructor","dist","point1","point2","normal1","normal2","this","distance","fromRaw","raw","result","VectorOps","free"],"mappings":"kCAIO,MAAMA,aACT,WAAAC,CAAYC,KAAMC,OAAQC,OAAQC,QAASC,SACvCC,KAAKC,SAAWN,KAChBK,KAAKJ,OAASA,OACdI,KAAKH,OAASA,OACdG,KAAKF,QAAUA,QACfE,KAAKD,QAAUA,OACnB,CACA,cAAOG,CAAQC,KACX,IAAKA,IACD,OAAO,KACX,MAAMC,OAAS,IAAIX,aAAaU,IAAIF,WAAYI,UAAUH,QAAQC,IAAIP,UAAWS,UAAUH,QAAQC,IAAIN,UAAWQ,UAAUH,QAAQC,IAAIL,WAAYO,UAAUH,QAAQC,IAAIJ,YAE1K,OADAI,IAAIG,OACGF,MACX","x_google_ignoreList":[0]}
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var FeatureType;!function(FeatureType){FeatureType[FeatureType.Vertex=0]="Vertex",FeatureType[FeatureType.Edge=1]="Edge",FeatureType[FeatureType.Face=2]="Face",FeatureType[FeatureType.Unknown=3]="Unknown"}(FeatureType||(FeatureType={}));export{FeatureType};
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{"version":3,"file":"feature.js","sources":["../../../../../../../../../../../../node_modules/@dimforge/rapier3d/geometry/feature.js"],"sourcesContent":["// #if DIM3\nexport var FeatureType;\n(function (FeatureType) {\n FeatureType[FeatureType[\"Vertex\"] = 0] = \"Vertex\";\n FeatureType[FeatureType[\"Edge\"] = 1] = \"Edge\";\n FeatureType[FeatureType[\"Face\"] = 2] = \"Face\";\n FeatureType[FeatureType[\"Unknown\"] = 3] = \"Unknown\";\n})(FeatureType || (FeatureType = {}));\n// #endif\n//# sourceMappingURL=feature.js.map"],"names":["FeatureType"],"mappings":"AACU,IAACA,aACX,SAAWA,aACPA,YAAYA,YAAoB,OAAI,GAAK,SACzCA,YAAYA,YAAkB,KAAI,GAAK,OACvCA,YAAYA,YAAkB,KAAI,GAAK,OACvCA,YAAYA,YAAqB,QAAI,GAAK,SAC7C,CALD,CAKGA,cAAgBA,YAAc,CAAA","x_google_ignoreList":[0]}
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import"../rapier_wasm3d.js";import{VectorOps}from"../math.js";import{RawNarrowPhase}from"../rapier_wasm3d_bg.js";class NarrowPhase{free(){this.raw&&this.raw.free(),this.raw=void 0}constructor(raw){this.raw=raw||new RawNarrowPhase,this.tempManifold=new TempContactManifold(null)}contactPairsWith(collider1,f){this.raw.contact_pairs_with(collider1,f)}intersectionPairsWith(collider1,f){this.raw.intersection_pairs_with(collider1,f)}contactPair(collider1,collider2,f){const rawPair=this.raw.contact_pair(collider1,collider2);if(rawPair){const flipped=rawPair.collider1()!=collider1;let i;for(i=0;i<rawPair.numContactManifolds();++i)this.tempManifold.raw=rawPair.contactManifold(i),this.tempManifold.raw&&f(this.tempManifold,flipped),this.tempManifold.free();rawPair.free()}}intersectionPair(collider1,collider2){return this.raw.intersection_pair(collider1,collider2)}}class TempContactManifold{free(){this.raw&&this.raw.free(),this.raw=void 0}constructor(raw){this.raw=raw}normal(){return VectorOps.fromRaw(this.raw.normal())}localNormal1(){return VectorOps.fromRaw(this.raw.local_n1())}localNormal2(){return VectorOps.fromRaw(this.raw.local_n2())}subshape1(){return this.raw.subshape1()}subshape2(){return this.raw.subshape2()}numContacts(){return this.raw.num_contacts()}localContactPoint1(i){return VectorOps.fromRaw(this.raw.contact_local_p1(i))}localContactPoint2(i){return VectorOps.fromRaw(this.raw.contact_local_p2(i))}contactDist(i){return this.raw.contact_dist(i)}contactFid1(i){return this.raw.contact_fid1(i)}contactFid2(i){return this.raw.contact_fid2(i)}contactImpulse(i){return this.raw.contact_impulse(i)}contactTangentImpulseX(i){return this.raw.contact_tangent_impulse_x(i)}contactTangentImpulseY(i){return this.raw.contact_tangent_impulse_y(i)}numSolverContacts(){return this.raw.num_solver_contacts()}solverContactPoint(i){return VectorOps.fromRaw(this.raw.solver_contact_point(i))}solverContactDist(i){return this.raw.solver_contact_dist(i)}solverContactFriction(i){return this.raw.solver_contact_friction(i)}solverContactRestitution(i){return this.raw.solver_contact_restitution(i)}solverContactTangentVelocity(i){return VectorOps.fromRaw(this.raw.solver_contact_tangent_velocity(i))}}export{NarrowPhase,TempContactManifold};
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{"version":3,"file":"narrow_phase.js","sources":["../../../../../../../../../../../../node_modules/@dimforge/rapier3d/geometry/narrow_phase.js"],"sourcesContent":["import { RawNarrowPhase } from \"../raw\";\nimport { VectorOps } from \"../math\";\n/**\n * The narrow-phase used for precise collision-detection.\n *\n * To avoid leaking WASM resources, this MUST be freed manually with `narrowPhase.free()`\n * once you are done using it.\n */\nexport class NarrowPhase {\n /**\n * Release the WASM memory occupied by this narrow-phase.\n */\n free() {\n if (!!this.raw) {\n this.raw.free();\n }\n this.raw = undefined;\n }\n constructor(raw) {\n this.raw = raw || new RawNarrowPhase();\n this.tempManifold = new TempContactManifold(null);\n }\n /**\n * Enumerates all the colliders potentially in contact with the given collider.\n *\n * @param collider1 - The second collider involved in the contact.\n * @param f - Closure that will be called on each collider that is in contact with `collider1`.\n */\n contactPairsWith(collider1, f) {\n this.raw.contact_pairs_with(collider1, f);\n }\n /**\n * Enumerates all the colliders intersecting the given colliders, assuming one of them\n * is a sensor.\n */\n intersectionPairsWith(collider1, f) {\n this.raw.intersection_pairs_with(collider1, f);\n }\n /**\n * Iterates through all the contact manifolds between the given pair of colliders.\n *\n * @param collider1 - The first collider involved in the contact.\n * @param collider2 - The second collider involved in the contact.\n * @param f - Closure that will be called on each contact manifold between the two colliders. If the second argument\n * passed to this closure is `true`, then the contact manifold data is flipped, i.e., methods like `localNormal1`\n * actually apply to the `collider2` and fields like `localNormal2` apply to the `collider1`.\n */\n contactPair(collider1, collider2, f) {\n const rawPair = this.raw.contact_pair(collider1, collider2);\n if (!!rawPair) {\n const flipped = rawPair.collider1() != collider1;\n let i;\n for (i = 0; i < rawPair.numContactManifolds(); ++i) {\n this.tempManifold.raw = rawPair.contactManifold(i);\n if (!!this.tempManifold.raw) {\n f(this.tempManifold, flipped);\n }\n // SAFETY: The RawContactManifold stores a raw pointer that will be invalidated\n // at the next timestep. So we must be sure to free the pair here\n // to avoid unsoundness in the Rust code.\n this.tempManifold.free();\n }\n rawPair.free();\n }\n }\n /**\n * Returns `true` if `collider1` and `collider2` intersect and at least one of them is a sensor.\n * @param collider1 − The first collider involved in the intersection.\n * @param collider2 − The second collider involved in the intersection.\n */\n intersectionPair(collider1, collider2) {\n return this.raw.intersection_pair(collider1, collider2);\n }\n}\nexport class TempContactManifold {\n free() {\n if (!!this.raw) {\n this.raw.free();\n }\n this.raw = undefined;\n }\n constructor(raw) {\n this.raw = raw;\n }\n normal() {\n return VectorOps.fromRaw(this.raw.normal());\n }\n localNormal1() {\n return VectorOps.fromRaw(this.raw.local_n1());\n }\n localNormal2() {\n return VectorOps.fromRaw(this.raw.local_n2());\n }\n subshape1() {\n return this.raw.subshape1();\n }\n subshape2() {\n return this.raw.subshape2();\n }\n numContacts() {\n return this.raw.num_contacts();\n }\n localContactPoint1(i) {\n return VectorOps.fromRaw(this.raw.contact_local_p1(i));\n }\n localContactPoint2(i) {\n return VectorOps.fromRaw(this.raw.contact_local_p2(i));\n }\n contactDist(i) {\n return this.raw.contact_dist(i);\n }\n contactFid1(i) {\n return this.raw.contact_fid1(i);\n }\n contactFid2(i) {\n return this.raw.contact_fid2(i);\n }\n contactImpulse(i) {\n return this.raw.contact_impulse(i);\n }\n // #if DIM3\n contactTangentImpulseX(i) {\n return this.raw.contact_tangent_impulse_x(i);\n }\n contactTangentImpulseY(i) {\n return this.raw.contact_tangent_impulse_y(i);\n }\n // #endif\n numSolverContacts() {\n return this.raw.num_solver_contacts();\n }\n solverContactPoint(i) {\n return VectorOps.fromRaw(this.raw.solver_contact_point(i));\n }\n solverContactDist(i) {\n return this.raw.solver_contact_dist(i);\n }\n solverContactFriction(i) {\n return this.raw.solver_contact_friction(i);\n }\n solverContactRestitution(i) {\n return this.raw.solver_contact_restitution(i);\n }\n solverContactTangentVelocity(i) {\n return VectorOps.fromRaw(this.raw.solver_contact_tangent_velocity(i));\n }\n}\n//# 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import{VectorOps}from"../math.js";import{FeatureType}from"./feature.js";class PointProjection{constructor(point,isInside){this.point=point,this.isInside=isInside}static fromRaw(raw){if(!raw)return null;const result=new PointProjection(VectorOps.fromRaw(raw.point()),raw.isInside());return raw.free(),result}}class PointColliderProjection{constructor(collider,point,isInside,featureType,featureId){this.featureType=FeatureType.Unknown,this.featureId=void 0,this.collider=collider,this.point=point,this.isInside=isInside,void 0!==featureId&&(this.featureId=featureId),void 0!==featureType&&(this.featureType=featureType)}static fromRaw(colliderSet,raw){if(!raw)return null;const result=new PointColliderProjection(colliderSet.get(raw.colliderHandle()),VectorOps.fromRaw(raw.point()),raw.isInside(),raw.featureType(),raw.featureId());return raw.free(),result}}export{PointColliderProjection,PointProjection};
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{"version":3,"file":"point.js","sources":["../../../../../../../../../../../../node_modules/@dimforge/rapier3d/geometry/point.js"],"sourcesContent":["import { VectorOps } from \"../math\";\nimport { FeatureType } from \"./feature\";\n/**\n * The projection of a point on a collider.\n */\nexport class PointProjection {\n constructor(point, isInside) {\n this.point = point;\n this.isInside = isInside;\n }\n static fromRaw(raw) {\n if (!raw)\n return null;\n const result = new PointProjection(VectorOps.fromRaw(raw.point()), raw.isInside());\n raw.free();\n return result;\n }\n}\n/**\n * The projection of a point on a collider (includes the collider handle).\n */\nexport class PointColliderProjection {\n constructor(collider, point, isInside, featureType, featureId) {\n /**\n * The type of the geometric feature the point was projected on.\n */\n this.featureType = FeatureType.Unknown;\n /**\n * The id of the geometric feature the point was projected on.\n */\n this.featureId = undefined;\n this.collider = collider;\n this.point = point;\n this.isInside = isInside;\n if (featureId !== undefined)\n this.featureId = featureId;\n if (featureType !== undefined)\n this.featureType = featureType;\n }\n static fromRaw(colliderSet, raw) {\n if (!raw)\n return null;\n const result = new PointColliderProjection(colliderSet.get(raw.colliderHandle()), VectorOps.fromRaw(raw.point()), raw.isInside(), raw.featureType(), raw.featureId());\n raw.free();\n return result;\n }\n}\n//# sourceMappingURL=point.js.map"],"names":["PointProjection","constructor","point","isInside","this","fromRaw","raw","result","VectorOps","free","PointColliderProjection","collider","featureType","featureId","FeatureType","Unknown","undefined","colliderSet","get","colliderHandle"],"mappings":"wEAKO,MAAMA,gBACT,WAAAC,CAAYC,MAAOC,UACfC,KAAKF,MAAQA,MACbE,KAAKD,SAAWA,QACpB,CACA,cAAOE,CAAQC,KACX,IAAKA,IACD,OAAO,KACX,MAAMC,OAAS,IAAIP,gBAAgBQ,UAAUH,QAAQC,IAAIJ,SAAUI,IAAIH,YAEvE,OADAG,IAAIG,OACGF,MACX,EAKG,MAAMG,wBACT,WAAAT,CAAYU,SAAUT,MAAOC,SAAUS,YAAaC,WAIhDT,KAAKQ,YAAcE,YAAYC,QAI/BX,KAAKS,eAAYG,EACjBZ,KAAKO,SAAWA,SAChBP,KAAKF,MAAQA,MACbE,KAAKD,SAAWA,cACEa,IAAdH,YACAT,KAAKS,UAAYA,gBACDG,IAAhBJ,cACAR,KAAKQ,YAAcA,YAC3B,CACA,cAAOP,CAAQY,YAAaX,KACxB,IAAKA,IACD,OAAO,KACX,MAAMC,OAAS,IAAIG,wBAAwBO,YAAYC,IAAIZ,IAAIa,kBAAmBX,UAAUH,QAAQC,IAAIJ,SAAUI,IAAIH,WAAYG,IAAIM,cAAeN,IAAIO,aAEzJ,OADAP,IAAIG,OACGF,MACX","x_google_ignoreList":[0]}
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import{VectorOps}from"../math.js";import{FeatureType}from"./feature.js";class RayIntersection{constructor(timeOfImpact,normal,featureType,featureId){this.featureType=FeatureType.Unknown,this.featureId=void 0,this.timeOfImpact=timeOfImpact,this.normal=normal,void 0!==featureId&&(this.featureId=featureId),void 0!==featureType&&(this.featureType=featureType)}static fromRaw(raw){if(!raw)return null;const result=new RayIntersection(raw.time_of_impact(),VectorOps.fromRaw(raw.normal()),raw.featureType(),raw.featureId());return raw.free(),result}}class RayColliderIntersection{constructor(collider,timeOfImpact,normal,featureType,featureId){this.featureType=FeatureType.Unknown,this.featureId=void 0,this.collider=collider,this.timeOfImpact=timeOfImpact,this.normal=normal,void 0!==featureId&&(this.featureId=featureId),void 0!==featureType&&(this.featureType=featureType)}static fromRaw(colliderSet,raw){if(!raw)return null;const result=new RayColliderIntersection(colliderSet.get(raw.colliderHandle()),raw.time_of_impact(),VectorOps.fromRaw(raw.normal()),raw.featureType(),raw.featureId());return raw.free(),result}}class RayColliderHit{constructor(collider,timeOfImpact){this.collider=collider,this.timeOfImpact=timeOfImpact}static fromRaw(colliderSet,raw){if(!raw)return null;const result=new RayColliderHit(colliderSet.get(raw.colliderHandle()),raw.timeOfImpact());return raw.free(),result}}export{RayColliderHit,RayColliderIntersection,RayIntersection};
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{"version":3,"file":"ray.js","sources":["../../../../../../../../../../../../node_modules/@dimforge/rapier3d/geometry/ray.js"],"sourcesContent":["import { VectorOps } from \"../math\";\nimport { FeatureType } from \"./feature\";\n/**\n * A ray. This is a directed half-line.\n */\nexport class Ray {\n /**\n * Builds a ray from its origin and direction.\n *\n * @param origin - The ray's starting point.\n * @param dir - The ray's direction of propagation.\n */\n constructor(origin, dir) {\n this.origin = origin;\n this.dir = dir;\n }\n pointAt(t) {\n return {\n x: this.origin.x + this.dir.x * t,\n y: this.origin.y + this.dir.y * t,\n // #if DIM3\n z: this.origin.z + this.dir.z * t,\n // #endif\n };\n }\n}\n/**\n * The intersection between a ray and a collider.\n */\nexport class RayIntersection {\n constructor(timeOfImpact, normal, featureType, featureId) {\n /**\n * The type of the geometric feature the point was projected on.\n */\n this.featureType = FeatureType.Unknown;\n /**\n * The id of the geometric feature the point was projected on.\n */\n this.featureId = undefined;\n this.timeOfImpact = timeOfImpact;\n this.normal = normal;\n if (featureId !== undefined)\n this.featureId = featureId;\n if (featureType !== undefined)\n this.featureType = featureType;\n }\n static fromRaw(raw) {\n if (!raw)\n return null;\n const result = new RayIntersection(raw.time_of_impact(), VectorOps.fromRaw(raw.normal()), raw.featureType(), raw.featureId());\n raw.free();\n return result;\n }\n}\n/**\n * The intersection between a ray and a collider (includes the collider handle).\n */\nexport class RayColliderIntersection {\n constructor(collider, timeOfImpact, normal, featureType, featureId) {\n /**\n * The type of the geometric feature the point was projected on.\n */\n this.featureType = FeatureType.Unknown;\n /**\n * The id of the geometric feature the point was projected on.\n */\n this.featureId = undefined;\n this.collider = collider;\n this.timeOfImpact = timeOfImpact;\n this.normal = normal;\n if (featureId !== undefined)\n this.featureId = featureId;\n if (featureType !== undefined)\n this.featureType = featureType;\n }\n static fromRaw(colliderSet, raw) {\n if (!raw)\n return null;\n const result = new RayColliderIntersection(colliderSet.get(raw.colliderHandle()), raw.time_of_impact(), VectorOps.fromRaw(raw.normal()), raw.featureType(), raw.featureId());\n raw.free();\n return result;\n }\n}\n/**\n * The time of impact between a ray and a collider.\n */\nexport class RayColliderHit {\n constructor(collider, timeOfImpact) {\n this.collider = collider;\n this.timeOfImpact = timeOfImpact;\n }\n static fromRaw(colliderSet, raw) {\n if (!raw)\n return null;\n const result = new RayColliderHit(colliderSet.get(raw.colliderHandle()), raw.timeOfImpact());\n raw.free();\n return result;\n }\n}\n//# sourceMappingURL=ray.js.map"],"names":["RayIntersection","constructor","timeOfImpact","normal","featureType","featureId","this","FeatureType","Unknown","undefined","fromRaw","raw","result","time_of_impact","VectorOps","free","RayColliderIntersection","collider","colliderSet","get","colliderHandle","RayColliderHit"],"mappings":"wEA6BO,MAAMA,gBACT,WAAAC,CAAYC,aAAcC,OAAQC,YAAaC,WAI3CC,KAAKF,YAAcG,YAAYC,QAI/BF,KAAKD,eAAYI,EACjBH,KAAKJ,aAAeA,aACpBI,KAAKH,OAASA,YACIM,IAAdJ,YACAC,KAAKD,UAAYA,gBACDI,IAAhBL,cACAE,KAAKF,YAAcA,YAC3B,CACA,cAAOM,CAAQC,KACX,IAAKA,IACD,OAAO,KACX,MAAMC,OAAS,IAAIZ,gBAAgBW,IAAIE,iBAAkBC,UAAUJ,QAAQC,IAAIR,UAAWQ,IAAIP,cAAeO,IAAIN,aAEjH,OADAM,IAAII,OACGH,MACX,EAKG,MAAMI,wBACT,WAAAf,CAAYgB,SAAUf,aAAcC,OAAQC,YAAaC,WAIrDC,KAAKF,YAAcG,YAAYC,QAI/BF,KAAKD,eAAYI,EACjBH,KAAKW,SAAWA,SAChBX,KAAKJ,aAAeA,aACpBI,KAAKH,OAASA,YACIM,IAAdJ,YACAC,KAAKD,UAAYA,gBACDI,IAAhBL,cACAE,KAAKF,YAAcA,YAC3B,CACA,cAAOM,CAAQQ,YAAaP,KACxB,IAAKA,IACD,OAAO,KACX,MAAMC,OAAS,IAAII,wBAAwBE,YAAYC,IAAIR,IAAIS,kBAAmBT,IAAIE,iBAAkBC,UAAUJ,QAAQC,IAAIR,UAAWQ,IAAIP,cAAeO,IAAIN,aAEhK,OADAM,IAAII,OACGH,MACX,EAKG,MAAMS,eACT,WAAApB,CAAYgB,SAAUf,cAClBI,KAAKW,SAAWA,SAChBX,KAAKJ,aAAeA,YACxB,CACA,cAAOQ,CAAQQ,YAAaP,KACxB,IAAKA,IACD,OAAO,KACX,MAAMC,OAAS,IAAIS,eAAeH,YAAYC,IAAIR,IAAIS,kBAAmBT,IAAIT,gBAE7E,OADAS,IAAII,OACGH,MACX","x_google_ignoreList":[0]}
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import{VectorOps,RotationOps}from"../math.js";import"../rapier_wasm3d.js";import{ShapeContact}from"./contact.js";import{PointProjection}from"./point.js";import{RayIntersection}from"./ray.js";import{ShapeCastHit}from"./toi.js";import{RawShape,RawShapeType}from"../rapier_wasm3d_bg.js";class Shape{static fromRaw(rawSet,handle){const rawType=rawSet.coShapeType(handle);let extents,borderRadius,vs,indices,halfHeight,radius,normal;switch(rawType){case RawShapeType.Ball:return new Ball(rawSet.coRadius(handle));case RawShapeType.Cuboid:return extents=rawSet.coHalfExtents(handle),new Cuboid(extents.x,extents.y,extents.z);case RawShapeType.RoundCuboid:return extents=rawSet.coHalfExtents(handle),borderRadius=rawSet.coRoundRadius(handle),new RoundCuboid(extents.x,extents.y,extents.z,borderRadius);case RawShapeType.Capsule:return halfHeight=rawSet.coHalfHeight(handle),radius=rawSet.coRadius(handle),new Capsule(halfHeight,radius);case RawShapeType.Segment:return vs=rawSet.coVertices(handle),new Segment(VectorOps.new(vs[0],vs[1],vs[2]),VectorOps.new(vs[3],vs[4],vs[5]));case RawShapeType.Polyline:return vs=rawSet.coVertices(handle),indices=rawSet.coIndices(handle),new Polyline(vs,indices);case RawShapeType.Triangle:return vs=rawSet.coVertices(handle),new Triangle(VectorOps.new(vs[0],vs[1],vs[2]),VectorOps.new(vs[3],vs[4],vs[5]),VectorOps.new(vs[6],vs[7],vs[8]));case RawShapeType.RoundTriangle:return vs=rawSet.coVertices(handle),borderRadius=rawSet.coRoundRadius(handle),new RoundTriangle(VectorOps.new(vs[0],vs[1],vs[2]),VectorOps.new(vs[3],vs[4],vs[5]),VectorOps.new(vs[6],vs[7],vs[8]),borderRadius);case RawShapeType.HalfSpace:return normal=VectorOps.fromRaw(rawSet.coHalfspaceNormal(handle)),new HalfSpace(normal);case RawShapeType.Voxels:const vox_data=rawSet.coVoxelData(handle),vox_size=rawSet.coVoxelSize(handle);return new Voxels(vox_data,vox_size);case RawShapeType.TriMesh:vs=rawSet.coVertices(handle),indices=rawSet.coIndices(handle);const tri_flags=rawSet.coTriMeshFlags(handle);return new TriMesh(vs,indices,tri_flags);case RawShapeType.HeightField:const scale=rawSet.coHeightfieldScale(handle),heights=rawSet.coHeightfieldHeights(handle),nrows=rawSet.coHeightfieldNRows(handle),ncols=rawSet.coHeightfieldNCols(handle),hf_flags=rawSet.coHeightFieldFlags(handle);return new Heightfield(nrows,ncols,heights,scale,hf_flags);case RawShapeType.ConvexPolyhedron:return vs=rawSet.coVertices(handle),indices=rawSet.coIndices(handle),new ConvexPolyhedron(vs,indices);case RawShapeType.RoundConvexPolyhedron:return vs=rawSet.coVertices(handle),indices=rawSet.coIndices(handle),borderRadius=rawSet.coRoundRadius(handle),new RoundConvexPolyhedron(vs,indices,borderRadius);case RawShapeType.Cylinder:return halfHeight=rawSet.coHalfHeight(handle),radius=rawSet.coRadius(handle),new Cylinder(halfHeight,radius);case RawShapeType.RoundCylinder:return halfHeight=rawSet.coHalfHeight(handle),radius=rawSet.coRadius(handle),borderRadius=rawSet.coRoundRadius(handle),new RoundCylinder(halfHeight,radius,borderRadius);case RawShapeType.Cone:return halfHeight=rawSet.coHalfHeight(handle),radius=rawSet.coRadius(handle),new Cone(halfHeight,radius);case RawShapeType.RoundCone:return halfHeight=rawSet.coHalfHeight(handle),radius=rawSet.coRadius(handle),borderRadius=rawSet.coRoundRadius(handle),new RoundCone(halfHeight,radius,borderRadius);default:throw new Error("unknown shape type: "+rawType)}}castShape(shapePos1,shapeRot1,shapeVel1,shape2,shapePos2,shapeRot2,shapeVel2,targetDistance,maxToi,stopAtPenetration){let rawPos1=VectorOps.intoRaw(shapePos1),rawRot1=RotationOps.intoRaw(shapeRot1),rawVel1=VectorOps.intoRaw(shapeVel1),rawPos2=VectorOps.intoRaw(shapePos2),rawRot2=RotationOps.intoRaw(shapeRot2),rawVel2=VectorOps.intoRaw(shapeVel2),rawShape1=this.intoRaw(),rawShape2=shape2.intoRaw(),result=ShapeCastHit.fromRaw(null,rawShape1.castShape(rawPos1,rawRot1,rawVel1,rawShape2,rawPos2,rawRot2,rawVel2,targetDistance,maxToi,stopAtPenetration));return rawPos1.free(),rawRot1.free(),rawVel1.free(),rawPos2.free(),rawRot2.free(),rawVel2.free(),rawShape1.free(),rawShape2.free(),result}intersectsShape(shapePos1,shapeRot1,shape2,shapePos2,shapeRot2){let rawPos1=VectorOps.intoRaw(shapePos1),rawRot1=RotationOps.intoRaw(shapeRot1),rawPos2=VectorOps.intoRaw(shapePos2),rawRot2=RotationOps.intoRaw(shapeRot2),rawShape1=this.intoRaw(),rawShape2=shape2.intoRaw(),result=rawShape1.intersectsShape(rawPos1,rawRot1,rawShape2,rawPos2,rawRot2);return rawPos1.free(),rawRot1.free(),rawPos2.free(),rawRot2.free(),rawShape1.free(),rawShape2.free(),result}contactShape(shapePos1,shapeRot1,shape2,shapePos2,shapeRot2,prediction){let rawPos1=VectorOps.intoRaw(shapePos1),rawRot1=RotationOps.intoRaw(shapeRot1),rawPos2=VectorOps.intoRaw(shapePos2),rawRot2=RotationOps.intoRaw(shapeRot2),rawShape1=this.intoRaw(),rawShape2=shape2.intoRaw(),result=ShapeContact.fromRaw(rawShape1.contactShape(rawPos1,rawRot1,rawShape2,rawPos2,rawRot2,prediction));return rawPos1.free(),rawRot1.free(),rawPos2.free(),rawRot2.free(),rawShape1.free(),rawShape2.free(),result}containsPoint(shapePos,shapeRot,point){let rawPos=VectorOps.intoRaw(shapePos),rawRot=RotationOps.intoRaw(shapeRot),rawPoint=VectorOps.intoRaw(point),rawShape=this.intoRaw(),result=rawShape.containsPoint(rawPos,rawRot,rawPoint);return rawPos.free(),rawRot.free(),rawPoint.free(),rawShape.free(),result}projectPoint(shapePos,shapeRot,point,solid){let rawPos=VectorOps.intoRaw(shapePos),rawRot=RotationOps.intoRaw(shapeRot),rawPoint=VectorOps.intoRaw(point),rawShape=this.intoRaw(),result=PointProjection.fromRaw(rawShape.projectPoint(rawPos,rawRot,rawPoint,solid));return rawPos.free(),rawRot.free(),rawPoint.free(),rawShape.free(),result}intersectsRay(ray,shapePos,shapeRot,maxToi){let rawPos=VectorOps.intoRaw(shapePos),rawRot=RotationOps.intoRaw(shapeRot),rawRayOrig=VectorOps.intoRaw(ray.origin),rawRayDir=VectorOps.intoRaw(ray.dir),rawShape=this.intoRaw(),result=rawShape.intersectsRay(rawPos,rawRot,rawRayOrig,rawRayDir,maxToi);return rawPos.free(),rawRot.free(),rawRayOrig.free(),rawRayDir.free(),rawShape.free(),result}castRay(ray,shapePos,shapeRot,maxToi,solid){let rawPos=VectorOps.intoRaw(shapePos),rawRot=RotationOps.intoRaw(shapeRot),rawRayOrig=VectorOps.intoRaw(ray.origin),rawRayDir=VectorOps.intoRaw(ray.dir),rawShape=this.intoRaw(),result=rawShape.castRay(rawPos,rawRot,rawRayOrig,rawRayDir,maxToi,solid);return rawPos.free(),rawRot.free(),rawRayOrig.free(),rawRayDir.free(),rawShape.free(),result}castRayAndGetNormal(ray,shapePos,shapeRot,maxToi,solid){let rawPos=VectorOps.intoRaw(shapePos),rawRot=RotationOps.intoRaw(shapeRot),rawRayOrig=VectorOps.intoRaw(ray.origin),rawRayDir=VectorOps.intoRaw(ray.dir),rawShape=this.intoRaw(),result=RayIntersection.fromRaw(rawShape.castRayAndGetNormal(rawPos,rawRot,rawRayOrig,rawRayDir,maxToi,solid));return rawPos.free(),rawRot.free(),rawRayOrig.free(),rawRayDir.free(),rawShape.free(),result}}var ShapeType,HeightFieldFlags,TriMeshFlags;!function(ShapeType){ShapeType[ShapeType.Ball=0]="Ball",ShapeType[ShapeType.Cuboid=1]="Cuboid",ShapeType[ShapeType.Capsule=2]="Capsule",ShapeType[ShapeType.Segment=3]="Segment",ShapeType[ShapeType.Polyline=4]="Polyline",ShapeType[ShapeType.Triangle=5]="Triangle",ShapeType[ShapeType.TriMesh=6]="TriMesh",ShapeType[ShapeType.HeightField=7]="HeightField",ShapeType[ShapeType.ConvexPolyhedron=9]="ConvexPolyhedron",ShapeType[ShapeType.Cylinder=10]="Cylinder",ShapeType[ShapeType.Cone=11]="Cone",ShapeType[ShapeType.RoundCuboid=12]="RoundCuboid",ShapeType[ShapeType.RoundTriangle=13]="RoundTriangle",ShapeType[ShapeType.RoundCylinder=14]="RoundCylinder",ShapeType[ShapeType.RoundCone=15]="RoundCone",ShapeType[ShapeType.RoundConvexPolyhedron=16]="RoundConvexPolyhedron",ShapeType[ShapeType.HalfSpace=17]="HalfSpace",ShapeType[ShapeType.Voxels=18]="Voxels"}(ShapeType||(ShapeType={})),function(HeightFieldFlags){HeightFieldFlags[HeightFieldFlags.FIX_INTERNAL_EDGES=1]="FIX_INTERNAL_EDGES"}(HeightFieldFlags||(HeightFieldFlags={})),function(TriMeshFlags){TriMeshFlags[TriMeshFlags.DELETE_BAD_TOPOLOGY_TRIANGLES=4]="DELETE_BAD_TOPOLOGY_TRIANGLES",TriMeshFlags[TriMeshFlags.ORIENTED=8]="ORIENTED",TriMeshFlags[TriMeshFlags.MERGE_DUPLICATE_VERTICES=16]="MERGE_DUPLICATE_VERTICES",TriMeshFlags[TriMeshFlags.DELETE_DEGENERATE_TRIANGLES=32]="DELETE_DEGENERATE_TRIANGLES",TriMeshFlags[TriMeshFlags.DELETE_DUPLICATE_TRIANGLES=64]="DELETE_DUPLICATE_TRIANGLES",TriMeshFlags[TriMeshFlags.FIX_INTERNAL_EDGES=144]="FIX_INTERNAL_EDGES"}(TriMeshFlags||(TriMeshFlags={}));class Ball extends Shape{constructor(radius){super(),this.type=ShapeType.Ball,this.radius=radius}intoRaw(){return RawShape.ball(this.radius)}}class HalfSpace extends Shape{constructor(normal){super(),this.type=ShapeType.HalfSpace,this.normal=normal}intoRaw(){let n=VectorOps.intoRaw(this.normal),result=RawShape.halfspace(n);return n.free(),result}}class Cuboid extends Shape{constructor(hx,hy,hz){super(),this.type=ShapeType.Cuboid,this.halfExtents=VectorOps.new(hx,hy,hz)}intoRaw(){return RawShape.cuboid(this.halfExtents.x,this.halfExtents.y,this.halfExtents.z)}}class RoundCuboid extends Shape{constructor(hx,hy,hz,borderRadius){super(),this.type=ShapeType.RoundCuboid,this.halfExtents=VectorOps.new(hx,hy,hz),this.borderRadius=borderRadius}intoRaw(){return RawShape.roundCuboid(this.halfExtents.x,this.halfExtents.y,this.halfExtents.z,this.borderRadius)}}class Capsule extends Shape{constructor(halfHeight,radius){super(),this.type=ShapeType.Capsule,this.halfHeight=halfHeight,this.radius=radius}intoRaw(){return RawShape.capsule(this.halfHeight,this.radius)}}class Segment extends Shape{constructor(a,b){super(),this.type=ShapeType.Segment,this.a=a,this.b=b}intoRaw(){let ra=VectorOps.intoRaw(this.a),rb=VectorOps.intoRaw(this.b),result=RawShape.segment(ra,rb);return ra.free(),rb.free(),result}}class Triangle extends Shape{constructor(a,b,c){super(),this.type=ShapeType.Triangle,this.a=a,this.b=b,this.c=c}intoRaw(){let ra=VectorOps.intoRaw(this.a),rb=VectorOps.intoRaw(this.b),rc=VectorOps.intoRaw(this.c),result=RawShape.triangle(ra,rb,rc);return ra.free(),rb.free(),rc.free(),result}}class RoundTriangle extends Shape{constructor(a,b,c,borderRadius){super(),this.type=ShapeType.RoundTriangle,this.a=a,this.b=b,this.c=c,this.borderRadius=borderRadius}intoRaw(){let ra=VectorOps.intoRaw(this.a),rb=VectorOps.intoRaw(this.b),rc=VectorOps.intoRaw(this.c),result=RawShape.roundTriangle(ra,rb,rc,this.borderRadius);return ra.free(),rb.free(),rc.free(),result}}class Polyline extends Shape{constructor(vertices,indices){super(),this.type=ShapeType.Polyline,this.vertices=vertices,this.indices=null!=indices?indices:new Uint32Array(0)}intoRaw(){return RawShape.polyline(this.vertices,this.indices)}}class Voxels extends Shape{constructor(data,voxelSize){super(),this.type=ShapeType.Voxels,this.data=data,this.voxelSize=voxelSize}intoRaw(){let result,voxelSize=VectorOps.intoRaw(this.voxelSize);return result=this.data instanceof Int32Array?RawShape.voxels(voxelSize,this.data):RawShape.voxelsFromPoints(voxelSize,this.data),voxelSize.free(),result}}class TriMesh extends Shape{constructor(vertices,indices,flags){super(),this.type=ShapeType.TriMesh,this.vertices=vertices,this.indices=indices,this.flags=flags}intoRaw(){return RawShape.trimesh(this.vertices,this.indices,this.flags)}}class ConvexPolyhedron extends Shape{constructor(vertices,indices){super(),this.type=ShapeType.ConvexPolyhedron,this.vertices=vertices,this.indices=indices}intoRaw(){return this.indices?RawShape.convexMesh(this.vertices,this.indices):RawShape.convexHull(this.vertices)}}class RoundConvexPolyhedron extends Shape{constructor(vertices,indices,borderRadius){super(),this.type=ShapeType.RoundConvexPolyhedron,this.vertices=vertices,this.indices=indices,this.borderRadius=borderRadius}intoRaw(){return this.indices?RawShape.roundConvexMesh(this.vertices,this.indices,this.borderRadius):RawShape.roundConvexHull(this.vertices,this.borderRadius)}}class Heightfield extends Shape{constructor(nrows,ncols,heights,scale,flags){super(),this.type=ShapeType.HeightField,this.nrows=nrows,this.ncols=ncols,this.heights=heights,this.scale=scale,this.flags=flags}intoRaw(){let rawScale=VectorOps.intoRaw(this.scale),rawShape=RawShape.heightfield(this.nrows,this.ncols,this.heights,rawScale,this.flags);return rawScale.free(),rawShape}}class Cylinder extends Shape{constructor(halfHeight,radius){super(),this.type=ShapeType.Cylinder,this.halfHeight=halfHeight,this.radius=radius}intoRaw(){return RawShape.cylinder(this.halfHeight,this.radius)}}class RoundCylinder extends Shape{constructor(halfHeight,radius,borderRadius){super(),this.type=ShapeType.RoundCylinder,this.borderRadius=borderRadius,this.halfHeight=halfHeight,this.radius=radius}intoRaw(){return RawShape.roundCylinder(this.halfHeight,this.radius,this.borderRadius)}}class Cone extends Shape{constructor(halfHeight,radius){super(),this.type=ShapeType.Cone,this.halfHeight=halfHeight,this.radius=radius}intoRaw(){return RawShape.cone(this.halfHeight,this.radius)}}class RoundCone extends Shape{constructor(halfHeight,radius,borderRadius){super(),this.type=ShapeType.RoundCone,this.halfHeight=halfHeight,this.radius=radius,this.borderRadius=borderRadius}intoRaw(){return RawShape.roundCone(this.halfHeight,this.radius,this.borderRadius)}}export{Ball,Capsule,Cone,ConvexPolyhedron,Cuboid,Cylinder,HalfSpace,HeightFieldFlags,Heightfield,Polyline,RoundCone,RoundConvexPolyhedron,RoundCuboid,RoundCylinder,RoundTriangle,Segment,Shape,ShapeType,TriMesh,TriMeshFlags,Triangle,Voxels};
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{"version":3,"file":"shape.js","sources":["../../../../../../../../../../../../node_modules/@dimforge/rapier3d/geometry/shape.js"],"sourcesContent":["import { VectorOps, RotationOps } from \"../math\";\nimport { RawShape, RawShapeType } from \"../raw\";\nimport { ShapeContact } from \"./contact\";\nimport { PointProjection } from \"./point\";\nimport { RayIntersection } from \"./ray\";\nimport { ShapeCastHit } from \"./toi\";\nexport class Shape {\n /**\n * instant mode without cache\n */\n static fromRaw(rawSet, handle) {\n const rawType = rawSet.coShapeType(handle);\n let extents;\n let borderRadius;\n let vs;\n let indices;\n let halfHeight;\n let radius;\n let normal;\n switch (rawType) {\n case RawShapeType.Ball:\n return new Ball(rawSet.coRadius(handle));\n case RawShapeType.Cuboid:\n extents = rawSet.coHalfExtents(handle);\n // #if DIM3\n return new Cuboid(extents.x, extents.y, extents.z);\n // #endif\n case RawShapeType.RoundCuboid:\n extents = rawSet.coHalfExtents(handle);\n borderRadius = rawSet.coRoundRadius(handle);\n // #if DIM3\n return new RoundCuboid(extents.x, extents.y, extents.z, borderRadius);\n // #endif\n case RawShapeType.Capsule:\n halfHeight = rawSet.coHalfHeight(handle);\n radius = rawSet.coRadius(handle);\n return new Capsule(halfHeight, radius);\n case RawShapeType.Segment:\n vs = rawSet.coVertices(handle);\n // #if DIM3\n return new Segment(VectorOps.new(vs[0], vs[1], vs[2]), VectorOps.new(vs[3], vs[4], vs[5]));\n // #endif\n case RawShapeType.Polyline:\n vs = rawSet.coVertices(handle);\n indices = rawSet.coIndices(handle);\n return new Polyline(vs, indices);\n case RawShapeType.Triangle:\n vs = rawSet.coVertices(handle);\n // #if DIM3\n return new Triangle(VectorOps.new(vs[0], vs[1], vs[2]), VectorOps.new(vs[3], vs[4], vs[5]), VectorOps.new(vs[6], vs[7], vs[8]));\n // #endif\n case RawShapeType.RoundTriangle:\n vs = rawSet.coVertices(handle);\n borderRadius = rawSet.coRoundRadius(handle);\n // #if DIM3\n return new RoundTriangle(VectorOps.new(vs[0], vs[1], vs[2]), VectorOps.new(vs[3], vs[4], vs[5]), VectorOps.new(vs[6], vs[7], vs[8]), borderRadius);\n // #endif\n case RawShapeType.HalfSpace:\n normal = VectorOps.fromRaw(rawSet.coHalfspaceNormal(handle));\n return new HalfSpace(normal);\n case RawShapeType.Voxels:\n const vox_data = rawSet.coVoxelData(handle);\n const vox_size = rawSet.coVoxelSize(handle);\n return new Voxels(vox_data, vox_size);\n case RawShapeType.TriMesh:\n vs = rawSet.coVertices(handle);\n indices = rawSet.coIndices(handle);\n const tri_flags = rawSet.coTriMeshFlags(handle);\n return new TriMesh(vs, indices, tri_flags);\n case RawShapeType.HeightField:\n const scale = rawSet.coHeightfieldScale(handle);\n const heights = rawSet.coHeightfieldHeights(handle);\n // #if DIM3\n const nrows = rawSet.coHeightfieldNRows(handle);\n const ncols = rawSet.coHeightfieldNCols(handle);\n const hf_flags = rawSet.coHeightFieldFlags(handle);\n return new Heightfield(nrows, ncols, heights, scale, hf_flags);\n // #endif\n // #if DIM3\n case RawShapeType.ConvexPolyhedron:\n vs = rawSet.coVertices(handle);\n indices = rawSet.coIndices(handle);\n return new ConvexPolyhedron(vs, indices);\n case RawShapeType.RoundConvexPolyhedron:\n vs = rawSet.coVertices(handle);\n indices = rawSet.coIndices(handle);\n borderRadius = rawSet.coRoundRadius(handle);\n return new RoundConvexPolyhedron(vs, indices, borderRadius);\n case RawShapeType.Cylinder:\n halfHeight = rawSet.coHalfHeight(handle);\n radius = rawSet.coRadius(handle);\n return new Cylinder(halfHeight, radius);\n case RawShapeType.RoundCylinder:\n halfHeight = rawSet.coHalfHeight(handle);\n radius = rawSet.coRadius(handle);\n borderRadius = rawSet.coRoundRadius(handle);\n return new RoundCylinder(halfHeight, radius, borderRadius);\n case RawShapeType.Cone:\n halfHeight = rawSet.coHalfHeight(handle);\n radius = rawSet.coRadius(handle);\n return new Cone(halfHeight, radius);\n case RawShapeType.RoundCone:\n halfHeight = rawSet.coHalfHeight(handle);\n radius = rawSet.coRadius(handle);\n borderRadius = rawSet.coRoundRadius(handle);\n return new RoundCone(halfHeight, radius, borderRadius);\n // #endif\n default:\n throw new Error(\"unknown shape type: \" + rawType);\n }\n }\n /**\n * Computes the time of impact between two moving shapes.\n * @param shapePos1 - The initial position of this sahpe.\n * @param shapeRot1 - The rotation of this shape.\n * @param shapeVel1 - The velocity of this shape.\n * @param shape2 - The second moving shape.\n * @param shapePos2 - The initial position of the second shape.\n * @param shapeRot2 - The rotation of the second shape.\n * @param shapeVel2 - The velocity of the second shape.\n * @param targetDistance − If the shape moves closer to this distance from a collider, a hit\n * will be returned.\n * @param maxToi - The maximum time when the impact can happen.\n * @param stopAtPenetration - If set to `false`, the linear shape-cast won’t immediately stop if\n * the shape is penetrating another shape at its starting point **and** its trajectory is such\n * that it’s on a path to exit that penetration state.\n * @returns If the two moving shapes collider at some point along their trajectories, this returns the\n * time at which the two shape collider as well as the contact information during the impact. Returns\n * `null`if the two shapes never collide along their paths.\n */\n castShape(shapePos1, shapeRot1, shapeVel1, shape2, shapePos2, shapeRot2, shapeVel2, targetDistance, maxToi, stopAtPenetration) {\n let rawPos1 = VectorOps.intoRaw(shapePos1);\n let rawRot1 = RotationOps.intoRaw(shapeRot1);\n let rawVel1 = VectorOps.intoRaw(shapeVel1);\n let rawPos2 = VectorOps.intoRaw(shapePos2);\n let rawRot2 = RotationOps.intoRaw(shapeRot2);\n let rawVel2 = VectorOps.intoRaw(shapeVel2);\n let rawShape1 = this.intoRaw();\n let rawShape2 = shape2.intoRaw();\n let result = ShapeCastHit.fromRaw(null, rawShape1.castShape(rawPos1, rawRot1, rawVel1, rawShape2, rawPos2, rawRot2, rawVel2, targetDistance, maxToi, stopAtPenetration));\n rawPos1.free();\n rawRot1.free();\n rawVel1.free();\n rawPos2.free();\n rawRot2.free();\n rawVel2.free();\n rawShape1.free();\n rawShape2.free();\n return result;\n }\n /**\n * Tests if this shape intersects another shape.\n *\n * @param shapePos1 - The position of this shape.\n * @param shapeRot1 - The rotation of this shape.\n * @param shape2 - The second shape to test.\n * @param shapePos2 - The position of the second shape.\n * @param shapeRot2 - The rotation of the second shape.\n * @returns `true` if the two shapes intersect, `false` if they don’t.\n */\n intersectsShape(shapePos1, shapeRot1, shape2, shapePos2, shapeRot2) {\n let rawPos1 = VectorOps.intoRaw(shapePos1);\n let rawRot1 = RotationOps.intoRaw(shapeRot1);\n let rawPos2 = VectorOps.intoRaw(shapePos2);\n let rawRot2 = RotationOps.intoRaw(shapeRot2);\n let rawShape1 = this.intoRaw();\n let rawShape2 = shape2.intoRaw();\n let result = rawShape1.intersectsShape(rawPos1, rawRot1, rawShape2, rawPos2, rawRot2);\n rawPos1.free();\n rawRot1.free();\n rawPos2.free();\n rawRot2.free();\n rawShape1.free();\n rawShape2.free();\n return result;\n }\n /**\n * Computes one pair of contact points between two shapes.\n *\n * @param shapePos1 - The initial position of this sahpe.\n * @param shapeRot1 - The rotation of this shape.\n * @param shape2 - The second shape.\n * @param shapePos2 - The initial position of the second shape.\n * @param shapeRot2 - The rotation of the second shape.\n * @param prediction - The prediction value, if the shapes are separated by a distance greater than this value, test will fail.\n * @returns `null` if the shapes are separated by a distance greater than prediction, otherwise contact details. The result is given in world-space.\n */\n contactShape(shapePos1, shapeRot1, shape2, shapePos2, shapeRot2, prediction) {\n let rawPos1 = VectorOps.intoRaw(shapePos1);\n let rawRot1 = RotationOps.intoRaw(shapeRot1);\n let rawPos2 = VectorOps.intoRaw(shapePos2);\n let rawRot2 = RotationOps.intoRaw(shapeRot2);\n let rawShape1 = this.intoRaw();\n let rawShape2 = shape2.intoRaw();\n let result = ShapeContact.fromRaw(rawShape1.contactShape(rawPos1, rawRot1, rawShape2, rawPos2, rawRot2, prediction));\n rawPos1.free();\n rawRot1.free();\n rawPos2.free();\n rawRot2.free();\n rawShape1.free();\n rawShape2.free();\n return result;\n }\n containsPoint(shapePos, shapeRot, point) {\n let rawPos = VectorOps.intoRaw(shapePos);\n let rawRot = RotationOps.intoRaw(shapeRot);\n let rawPoint = VectorOps.intoRaw(point);\n let rawShape = this.intoRaw();\n let result = rawShape.containsPoint(rawPos, rawRot, rawPoint);\n rawPos.free();\n rawRot.free();\n rawPoint.free();\n rawShape.free();\n return result;\n }\n projectPoint(shapePos, shapeRot, point, solid) {\n let rawPos = VectorOps.intoRaw(shapePos);\n let rawRot = RotationOps.intoRaw(shapeRot);\n let rawPoint = VectorOps.intoRaw(point);\n let rawShape = this.intoRaw();\n let result = PointProjection.fromRaw(rawShape.projectPoint(rawPos, rawRot, rawPoint, solid));\n rawPos.free();\n rawRot.free();\n rawPoint.free();\n rawShape.free();\n return result;\n }\n intersectsRay(ray, shapePos, shapeRot, maxToi) {\n let rawPos = VectorOps.intoRaw(shapePos);\n let rawRot = RotationOps.intoRaw(shapeRot);\n let rawRayOrig = VectorOps.intoRaw(ray.origin);\n let rawRayDir = VectorOps.intoRaw(ray.dir);\n let rawShape = this.intoRaw();\n let result = rawShape.intersectsRay(rawPos, rawRot, rawRayOrig, rawRayDir, maxToi);\n rawPos.free();\n rawRot.free();\n rawRayOrig.free();\n rawRayDir.free();\n rawShape.free();\n return result;\n }\n castRay(ray, shapePos, shapeRot, maxToi, solid) {\n let rawPos = VectorOps.intoRaw(shapePos);\n let rawRot = RotationOps.intoRaw(shapeRot);\n let rawRayOrig = VectorOps.intoRaw(ray.origin);\n let rawRayDir = VectorOps.intoRaw(ray.dir);\n let rawShape = this.intoRaw();\n let result = rawShape.castRay(rawPos, rawRot, rawRayOrig, rawRayDir, maxToi, solid);\n rawPos.free();\n rawRot.free();\n rawRayOrig.free();\n rawRayDir.free();\n rawShape.free();\n return result;\n }\n castRayAndGetNormal(ray, shapePos, shapeRot, maxToi, solid) {\n let rawPos = VectorOps.intoRaw(shapePos);\n let rawRot = RotationOps.intoRaw(shapeRot);\n let rawRayOrig = VectorOps.intoRaw(ray.origin);\n let rawRayDir = VectorOps.intoRaw(ray.dir);\n let rawShape = this.intoRaw();\n let result = RayIntersection.fromRaw(rawShape.castRayAndGetNormal(rawPos, rawRot, rawRayOrig, rawRayDir, maxToi, solid));\n rawPos.free();\n rawRot.free();\n rawRayOrig.free();\n rawRayDir.free();\n rawShape.free();\n return result;\n }\n}\n// #if DIM3\n/**\n * An enumeration representing the type of a shape.\n */\nexport var ShapeType;\n(function (ShapeType) {\n ShapeType[ShapeType[\"Ball\"] = 0] = \"Ball\";\n ShapeType[ShapeType[\"Cuboid\"] = 1] = \"Cuboid\";\n ShapeType[ShapeType[\"Capsule\"] = 2] = \"Capsule\";\n ShapeType[ShapeType[\"Segment\"] = 3] = \"Segment\";\n ShapeType[ShapeType[\"Polyline\"] = 4] = \"Polyline\";\n ShapeType[ShapeType[\"Triangle\"] = 5] = \"Triangle\";\n ShapeType[ShapeType[\"TriMesh\"] = 6] = \"TriMesh\";\n ShapeType[ShapeType[\"HeightField\"] = 7] = \"HeightField\";\n // Compound = 8,\n ShapeType[ShapeType[\"ConvexPolyhedron\"] = 9] = \"ConvexPolyhedron\";\n ShapeType[ShapeType[\"Cylinder\"] = 10] = \"Cylinder\";\n ShapeType[ShapeType[\"Cone\"] = 11] = \"Cone\";\n ShapeType[ShapeType[\"RoundCuboid\"] = 12] = \"RoundCuboid\";\n ShapeType[ShapeType[\"RoundTriangle\"] = 13] = \"RoundTriangle\";\n ShapeType[ShapeType[\"RoundCylinder\"] = 14] = \"RoundCylinder\";\n ShapeType[ShapeType[\"RoundCone\"] = 15] = \"RoundCone\";\n ShapeType[ShapeType[\"RoundConvexPolyhedron\"] = 16] = \"RoundConvexPolyhedron\";\n ShapeType[ShapeType[\"HalfSpace\"] = 17] = \"HalfSpace\";\n ShapeType[ShapeType[\"Voxels\"] = 18] = \"Voxels\";\n})(ShapeType || (ShapeType = {}));\n// NOTE: this **must** match the bits in the HeightFieldFlags on the rust side.\n/**\n * Flags controlling the behavior of some operations involving heightfields.\n */\nexport var HeightFieldFlags;\n(function (HeightFieldFlags) {\n /**\n * If set, a special treatment will be applied to contact manifold calculation to eliminate\n * or fix contacts normals that could lead to incorrect bumps in physics simulation (especially\n * on flat surfaces).\n *\n * This is achieved by taking into account adjacent triangle normals when computing contact\n * points for a given triangle.\n */\n HeightFieldFlags[HeightFieldFlags[\"FIX_INTERNAL_EDGES\"] = 1] = \"FIX_INTERNAL_EDGES\";\n})(HeightFieldFlags || (HeightFieldFlags = {}));\n// #endif\n// NOTE: this **must** match the TriMeshFlags on the rust side.\n/**\n * Flags controlling the behavior of the triangle mesh creation and of some\n * operations involving triangle meshes.\n */\nexport var TriMeshFlags;\n(function (TriMeshFlags) {\n // NOTE: these two flags are not really useful in JS.\n //\n // /**\n // * If set, the half-edge topology of the trimesh will be computed if possible.\n // */\n // HALF_EDGE_TOPOLOGY = 0b0000_0001,\n // /** If set, the half-edge topology and connected components of the trimesh will be computed if possible.\n // *\n // * Because of the way it is currently implemented, connected components can only be computed on\n // * a mesh where the half-edge topology computation succeeds. It will no longer be the case in the\n // * future once we decouple the computations.\n // */\n // CONNECTED_COMPONENTS = 0b0000_0010,\n /**\n * If set, any triangle that results in a failing half-hedge topology computation will be deleted.\n */\n TriMeshFlags[TriMeshFlags[\"DELETE_BAD_TOPOLOGY_TRIANGLES\"] = 4] = \"DELETE_BAD_TOPOLOGY_TRIANGLES\";\n /**\n * If set, the trimesh will be assumed to be oriented (with outward normals).\n *\n * The pseudo-normals of its vertices and edges will be computed.\n */\n TriMeshFlags[TriMeshFlags[\"ORIENTED\"] = 8] = \"ORIENTED\";\n /**\n * If set, the duplicate vertices of the trimesh will be merged.\n *\n * Two vertices with the exact same coordinates will share the same entry on the\n * vertex buffer and the index buffer is adjusted accordingly.\n */\n TriMeshFlags[TriMeshFlags[\"MERGE_DUPLICATE_VERTICES\"] = 16] = \"MERGE_DUPLICATE_VERTICES\";\n /**\n * If set, the triangles sharing two vertices with identical index values will be removed.\n *\n * Because of the way it is currently implemented, this methods implies that duplicate\n * vertices will be merged. It will no longer be the case in the future once we decouple\n * the computations.\n */\n TriMeshFlags[TriMeshFlags[\"DELETE_DEGENERATE_TRIANGLES\"] = 32] = \"DELETE_DEGENERATE_TRIANGLES\";\n /**\n * If set, two triangles sharing three vertices with identical index values (in any order)\n * will be removed.\n *\n * Because of the way it is currently implemented, this methods implies that duplicate\n * vertices will be merged. It will no longer be the case in the future once we decouple\n * the computations.\n */\n TriMeshFlags[TriMeshFlags[\"DELETE_DUPLICATE_TRIANGLES\"] = 64] = \"DELETE_DUPLICATE_TRIANGLES\";\n /**\n * If set, a special treatment will be applied to contact manifold calculation to eliminate\n * or fix contacts normals that could lead to incorrect bumps in physics simulation\n * (especially on flat surfaces).\n *\n * This is achieved by taking into account adjacent triangle normals when computing contact\n * points for a given triangle.\n *\n * /!\\ NOT SUPPORTED IN THE 2D VERSION OF RAPIER.\n */\n TriMeshFlags[TriMeshFlags[\"FIX_INTERNAL_EDGES\"] = 144] = \"FIX_INTERNAL_EDGES\";\n})(TriMeshFlags || (TriMeshFlags = {}));\n/**\n * A shape that is a sphere in 3D and a circle in 2D.\n */\nexport class Ball extends Shape {\n /**\n * Creates a new ball with the given radius.\n * @param radius - The balls radius.\n */\n constructor(radius) {\n super();\n this.type = ShapeType.Ball;\n this.radius = radius;\n }\n intoRaw() {\n return RawShape.ball(this.radius);\n }\n}\nexport class HalfSpace extends Shape {\n /**\n * Creates a new halfspace delimited by an infinite plane.\n *\n * @param normal - The outward normal of the plane.\n */\n constructor(normal) {\n super();\n this.type = ShapeType.HalfSpace;\n this.normal = normal;\n }\n intoRaw() {\n let n = VectorOps.intoRaw(this.normal);\n let result = RawShape.halfspace(n);\n n.free();\n return result;\n }\n}\n/**\n * A shape that is a box in 3D and a rectangle in 2D.\n */\nexport class Cuboid extends Shape {\n // #if DIM3\n /**\n * Creates a new 3D cuboid.\n * @param hx - The half width of the cuboid.\n * @param hy - The half height of the cuboid.\n * @param hz - The half depth of the cuboid.\n */\n constructor(hx, hy, hz) {\n super();\n this.type = ShapeType.Cuboid;\n this.halfExtents = VectorOps.new(hx, hy, hz);\n }\n // #endif\n intoRaw() {\n // #if DIM3\n return RawShape.cuboid(this.halfExtents.x, this.halfExtents.y, this.halfExtents.z);\n // #endif\n }\n}\n/**\n * A shape that is a box in 3D and a rectangle in 2D, with round corners.\n */\nexport class RoundCuboid extends Shape {\n // #if DIM3\n /**\n * Creates a new 3D cuboid.\n * @param hx - The half width of the cuboid.\n * @param hy - The half height of the cuboid.\n * @param hz - The half depth of the cuboid.\n * @param borderRadius - The radius of the borders of this cuboid. This will\n * effectively increase the half-extents of the cuboid by this radius.\n */\n constructor(hx, hy, hz, borderRadius) {\n super();\n this.type = ShapeType.RoundCuboid;\n this.halfExtents = VectorOps.new(hx, hy, hz);\n this.borderRadius = borderRadius;\n }\n // #endif\n intoRaw() {\n // #if DIM3\n return RawShape.roundCuboid(this.halfExtents.x, this.halfExtents.y, this.halfExtents.z, this.borderRadius);\n // #endif\n }\n}\n/**\n * A shape that is a capsule.\n */\nexport class Capsule extends Shape {\n /**\n * Creates a new capsule with the given radius and half-height.\n * @param halfHeight - The balls half-height along the `y` axis.\n * @param radius - The balls radius.\n */\n constructor(halfHeight, radius) {\n super();\n this.type = ShapeType.Capsule;\n this.halfHeight = halfHeight;\n this.radius = radius;\n }\n intoRaw() {\n return RawShape.capsule(this.halfHeight, this.radius);\n }\n}\n/**\n * A shape that is a segment.\n */\nexport class Segment extends Shape {\n /**\n * Creates a new segment shape.\n * @param a - The first point of the segment.\n * @param b - The second point of the segment.\n */\n constructor(a, b) {\n super();\n this.type = ShapeType.Segment;\n this.a = a;\n this.b = b;\n }\n intoRaw() {\n let ra = VectorOps.intoRaw(this.a);\n let rb = VectorOps.intoRaw(this.b);\n let result = RawShape.segment(ra, rb);\n ra.free();\n rb.free();\n return result;\n }\n}\n/**\n * A shape that is a segment.\n */\nexport class Triangle extends Shape {\n /**\n * Creates a new triangle shape.\n *\n * @param a - The first point of the triangle.\n * @param b - The second point of the triangle.\n * @param c - The third point of the triangle.\n */\n constructor(a, b, c) {\n super();\n this.type = ShapeType.Triangle;\n this.a = a;\n this.b = b;\n this.c = c;\n }\n intoRaw() {\n let ra = VectorOps.intoRaw(this.a);\n let rb = VectorOps.intoRaw(this.b);\n let rc = VectorOps.intoRaw(this.c);\n let result = RawShape.triangle(ra, rb, rc);\n ra.free();\n rb.free();\n rc.free();\n return result;\n }\n}\n/**\n * A shape that is a triangle with round borders and a non-zero thickness.\n */\nexport class RoundTriangle extends Shape {\n /**\n * Creates a new triangle shape with round corners.\n *\n * @param a - The first point of the triangle.\n * @param b - The second point of the triangle.\n * @param c - The third point of the triangle.\n * @param borderRadius - The radius of the borders of this triangle. In 3D,\n * this is also equal to half the thickness of the triangle.\n */\n constructor(a, b, c, borderRadius) {\n super();\n this.type = ShapeType.RoundTriangle;\n this.a = a;\n this.b = b;\n this.c = c;\n this.borderRadius = borderRadius;\n }\n intoRaw() {\n let ra = VectorOps.intoRaw(this.a);\n let rb = VectorOps.intoRaw(this.b);\n let rc = VectorOps.intoRaw(this.c);\n let result = RawShape.roundTriangle(ra, rb, rc, this.borderRadius);\n ra.free();\n rb.free();\n rc.free();\n return result;\n }\n}\n/**\n * A shape that is a triangle mesh.\n */\nexport class Polyline extends Shape {\n /**\n * Creates a new polyline shape.\n *\n * @param vertices - The coordinates of the polyline's vertices.\n * @param indices - The indices of the polyline's segments. If this is `null` or not provided, then\n * the vertices are assumed to form a line strip.\n */\n constructor(vertices, indices) {\n super();\n this.type = ShapeType.Polyline;\n this.vertices = vertices;\n this.indices = indices !== null && indices !== void 0 ? indices : new Uint32Array(0);\n }\n intoRaw() {\n return RawShape.polyline(this.vertices, this.indices);\n }\n}\n/**\n * A shape made of voxels.\n */\nexport class Voxels extends Shape {\n /**\n * Creates a new shape made of voxels.\n *\n * @param data - Defines the set of voxels. If this is a `Int32Array` then\n * each voxel is defined from its (signed) grid coordinates,\n * with 3 (resp 2) contiguous integers per voxel in 3D (resp 2D).\n * If this is a `Float32Array`, each voxel will be such that\n * they contain at least one point from this array (where each\n * point is defined from 3 (resp 2) contiguous numbers per point\n * in 3D (resp 2D).\n * @param voxelSize - The size of each voxel.\n */\n constructor(data, voxelSize) {\n super();\n this.type = ShapeType.Voxels;\n this.data = data;\n this.voxelSize = voxelSize;\n }\n intoRaw() {\n let voxelSize = VectorOps.intoRaw(this.voxelSize);\n let result;\n if (this.data instanceof Int32Array) {\n result = RawShape.voxels(voxelSize, this.data);\n }\n else {\n result = RawShape.voxelsFromPoints(voxelSize, this.data);\n }\n voxelSize.free();\n return result;\n }\n}\n/**\n * A shape that is a triangle mesh.\n */\nexport class TriMesh extends Shape {\n /**\n * Creates a new triangle mesh shape.\n *\n * @param vertices - The coordinates of the triangle mesh's vertices.\n * @param indices - The indices of the triangle mesh's triangles.\n */\n constructor(vertices, indices, flags) {\n super();\n this.type = ShapeType.TriMesh;\n this.vertices = vertices;\n this.indices = indices;\n this.flags = flags;\n }\n intoRaw() {\n return RawShape.trimesh(this.vertices, this.indices, this.flags);\n }\n}\n// #if DIM3\n/**\n * A shape that is a convex polygon.\n */\nexport class ConvexPolyhedron extends Shape {\n /**\n * Creates a new convex polygon shape.\n *\n * @param vertices - The coordinates of the convex polygon's vertices.\n * @param indices - The index buffer of this convex mesh. If this is `null`\n * or `undefined`, the convex-hull of the input vertices will be computed\n * automatically. Otherwise, it will be assumed that the mesh you provide\n * is already convex.\n */\n constructor(vertices, indices) {\n super();\n this.type = ShapeType.ConvexPolyhedron;\n this.vertices = vertices;\n this.indices = indices;\n }\n intoRaw() {\n if (!!this.indices) {\n return RawShape.convexMesh(this.vertices, this.indices);\n }\n else {\n return RawShape.convexHull(this.vertices);\n }\n }\n}\n/**\n * A shape that is a convex polygon.\n */\nexport class RoundConvexPolyhedron extends Shape {\n /**\n * Creates a new convex polygon shape.\n *\n * @param vertices - The coordinates of the convex polygon's vertices.\n * @param indices - The index buffer of this convex mesh. If this is `null`\n * or `undefined`, the convex-hull of the input vertices will be computed\n * automatically. Otherwise, it will be assumed that the mesh you provide\n * is already convex.\n * @param borderRadius - The radius of the borders of this convex polyhedron.\n */\n constructor(vertices, indices, borderRadius) {\n super();\n this.type = ShapeType.RoundConvexPolyhedron;\n this.vertices = vertices;\n this.indices = indices;\n this.borderRadius = borderRadius;\n }\n intoRaw() {\n if (!!this.indices) {\n return RawShape.roundConvexMesh(this.vertices, this.indices, this.borderRadius);\n }\n else {\n return RawShape.roundConvexHull(this.vertices, this.borderRadius);\n }\n }\n}\n/**\n * A shape that is a heightfield.\n */\nexport class Heightfield extends Shape {\n /**\n * Creates a new heightfield shape.\n *\n * @param nrows − The number of rows in the heights matrix.\n * @param ncols - The number of columns in the heights matrix.\n * @param heights - The heights of the heightfield along its local `y` axis,\n * provided as a matrix stored in column-major order.\n * @param scale - The dimensions of the heightfield's local `x,z` plane.\n */\n constructor(nrows, ncols, heights, scale, flags) {\n super();\n this.type = ShapeType.HeightField;\n this.nrows = nrows;\n this.ncols = ncols;\n this.heights = heights;\n this.scale = scale;\n this.flags = flags;\n }\n intoRaw() {\n let rawScale = VectorOps.intoRaw(this.scale);\n let rawShape = RawShape.heightfield(this.nrows, this.ncols, this.heights, rawScale, this.flags);\n rawScale.free();\n return rawShape;\n }\n}\n/**\n * A shape that is a 3D cylinder.\n */\nexport class Cylinder extends Shape {\n /**\n * Creates a new cylinder with the given radius and half-height.\n * @param halfHeight - The balls half-height along the `y` axis.\n * @param radius - The balls radius.\n */\n constructor(halfHeight, radius) {\n super();\n this.type = ShapeType.Cylinder;\n this.halfHeight = halfHeight;\n this.radius = radius;\n }\n intoRaw() {\n return RawShape.cylinder(this.halfHeight, this.radius);\n }\n}\n/**\n * A shape that is a 3D cylinder with round corners.\n */\nexport class RoundCylinder extends Shape {\n /**\n * Creates a new cylinder with the given radius and half-height.\n * @param halfHeight - The balls half-height along the `y` axis.\n * @param radius - The balls radius.\n * @param borderRadius - The radius of the borders of this cylinder.\n */\n constructor(halfHeight, radius, borderRadius) {\n super();\n this.type = ShapeType.RoundCylinder;\n this.borderRadius = borderRadius;\n this.halfHeight = halfHeight;\n this.radius = radius;\n }\n intoRaw() {\n return RawShape.roundCylinder(this.halfHeight, this.radius, this.borderRadius);\n }\n}\n/**\n * A shape that is a 3D cone.\n */\nexport class Cone extends Shape {\n /**\n * Creates a new cone with the given radius and half-height.\n * @param halfHeight - The balls half-height along the `y` axis.\n * @param radius - The balls radius.\n */\n constructor(halfHeight, radius) {\n super();\n this.type = ShapeType.Cone;\n this.halfHeight = halfHeight;\n this.radius = radius;\n }\n intoRaw() {\n return RawShape.cone(this.halfHeight, this.radius);\n }\n}\n/**\n * A shape that is a 3D cone with round corners.\n */\nexport class RoundCone extends Shape {\n /**\n * Creates a new cone with the given radius and half-height.\n * @param halfHeight - The balls half-height along the `y` axis.\n * @param radius - The balls radius.\n * @param borderRadius - The radius of the borders of this cone.\n */\n constructor(halfHeight, radius, borderRadius) {\n super();\n this.type = ShapeType.RoundCone;\n this.halfHeight = halfHeight;\n this.radius = radius;\n this.borderRadius = borderRadius;\n }\n intoRaw() {\n return RawShape.roundCone(this.halfHeight, this.radius, this.borderRadius);\n }\n}\n// #endif\n//# 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import{VectorOps}from"../math.js";class ShapeCastHit{constructor(time_of_impact,witness1,witness2,normal1,normal2){this.time_of_impact=time_of_impact,this.witness1=witness1,this.witness2=witness2,this.normal1=normal1,this.normal2=normal2}static fromRaw(colliderSet,raw){if(!raw)return null;const result=new ShapeCastHit(raw.time_of_impact(),VectorOps.fromRaw(raw.witness1()),VectorOps.fromRaw(raw.witness2()),VectorOps.fromRaw(raw.normal1()),VectorOps.fromRaw(raw.normal2()));return raw.free(),result}}class ColliderShapeCastHit extends ShapeCastHit{constructor(collider,time_of_impact,witness1,witness2,normal1,normal2){super(time_of_impact,witness1,witness2,normal1,normal2),this.collider=collider}static fromRaw(colliderSet,raw){if(!raw)return null;const result=new ColliderShapeCastHit(colliderSet.get(raw.colliderHandle()),raw.time_of_impact(),VectorOps.fromRaw(raw.witness1()),VectorOps.fromRaw(raw.witness2()),VectorOps.fromRaw(raw.normal1()),VectorOps.fromRaw(raw.normal2()));return raw.free(),result}}export{ColliderShapeCastHit,ShapeCastHit};
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{"version":3,"file":"toi.js","sources":["../../../../../../../../../../../../node_modules/@dimforge/rapier3d/geometry/toi.js"],"sourcesContent":["import { VectorOps } from \"../math\";\n/**\n * The intersection between a ray and a collider.\n */\nexport class ShapeCastHit {\n constructor(time_of_impact, witness1, witness2, normal1, normal2) {\n this.time_of_impact = time_of_impact;\n this.witness1 = witness1;\n this.witness2 = witness2;\n this.normal1 = normal1;\n this.normal2 = normal2;\n }\n static fromRaw(colliderSet, raw) {\n if (!raw)\n return null;\n const result = new ShapeCastHit(raw.time_of_impact(), VectorOps.fromRaw(raw.witness1()), VectorOps.fromRaw(raw.witness2()), VectorOps.fromRaw(raw.normal1()), VectorOps.fromRaw(raw.normal2()));\n raw.free();\n return result;\n }\n}\n/**\n * The intersection between a ray and a collider.\n */\nexport class ColliderShapeCastHit extends ShapeCastHit {\n constructor(collider, time_of_impact, witness1, witness2, normal1, normal2) {\n super(time_of_impact, witness1, witness2, normal1, normal2);\n this.collider = collider;\n }\n static fromRaw(colliderSet, raw) {\n if (!raw)\n return null;\n const result = new ColliderShapeCastHit(colliderSet.get(raw.colliderHandle()), raw.time_of_impact(), VectorOps.fromRaw(raw.witness1()), VectorOps.fromRaw(raw.witness2()), VectorOps.fromRaw(raw.normal1()), VectorOps.fromRaw(raw.normal2()));\n raw.free();\n return result;\n }\n}\n//# sourceMappingURL=toi.js.map"],"names":["ShapeCastHit","constructor","time_of_impact","witness1","witness2","normal1","normal2","this","fromRaw","colliderSet","raw","result","VectorOps","free","ColliderShapeCastHit","collider","super","get","colliderHandle"],"mappings":"kCAIO,MAAMA,aACT,WAAAC,CAAYC,eAAgBC,SAAUC,SAAUC,QAASC,SACrDC,KAAKL,eAAiBA,eACtBK,KAAKJ,SAAWA,SAChBI,KAAKH,SAAWA,SAChBG,KAAKF,QAAUA,QACfE,KAAKD,QAAUA,OACnB,CACA,cAAOE,CAAQC,YAAaC,KACxB,IAAKA,IACD,OAAO,KACX,MAAMC,OAAS,IAAIX,aAAaU,IAAIR,iBAAkBU,UAAUJ,QAAQE,IAAIP,YAAaS,UAAUJ,QAAQE,IAAIN,YAAaQ,UAAUJ,QAAQE,IAAIL,WAAYO,UAAUJ,QAAQE,IAAIJ,YAEpL,OADAI,IAAIG,OACGF,MACX,EAKG,MAAMG,6BAA6Bd,aACtC,WAAAC,CAAYc,SAAUb,eAAgBC,SAAUC,SAAUC,QAASC,SAC/DU,MAAMd,eAAgBC,SAAUC,SAAUC,QAASC,SACnDC,KAAKQ,SAAWA,QACpB,CACA,cAAOP,CAAQC,YAAaC,KACxB,IAAKA,IACD,OAAO,KACX,MAAMC,OAAS,IAAIG,qBAAqBL,YAAYQ,IAAIP,IAAIQ,kBAAmBR,IAAIR,iBAAkBU,UAAUJ,QAAQE,IAAIP,YAAaS,UAAUJ,QAAQE,IAAIN,YAAaQ,UAAUJ,QAAQE,IAAIL,WAAYO,UAAUJ,QAAQE,IAAIJ,YAEnO,OADAI,IAAIG,OACGF,MACX","x_google_ignoreList":[0]}
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package/dist/home/runner/work/anarchy-engine/anarchy-engine/node_modules/@dimforge/rapier3d/math.js
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import"./rapier_wasm3d.js";import{RawVector,RawRotation}from"./rapier_wasm3d_bg.js";class Vector3{constructor(x,y,z){this.x=x,this.y=y,this.z=z}}class VectorOps{static new(x,y,z){return new Vector3(x,y,z)}static intoRaw(v){return new RawVector(v.x,v.y,v.z)}static zeros(){return VectorOps.new(0,0,0)}static fromRaw(raw){if(!raw)return null;let res=VectorOps.new(raw.x,raw.y,raw.z);return raw.free(),res}static copy(out,input){out.x=input.x,out.y=input.y,out.z=input.z}}class Quaternion{constructor(x,y,z,w){this.x=x,this.y=y,this.z=z,this.w=w}}class RotationOps{static identity(){return new Quaternion(0,0,0,1)}static fromRaw(raw){if(!raw)return null;let res=new Quaternion(raw.x,raw.y,raw.z,raw.w);return raw.free(),res}static intoRaw(rot){return new RawRotation(rot.x,rot.y,rot.z,rot.w)}static copy(out,input){out.x=input.x,out.y=input.y,out.z=input.z,out.w=input.w}}class SdpMatrix3{get m11(){return this.elements[0]}get m12(){return this.elements[1]}get m21(){return this.m12}get m13(){return this.elements[2]}get m31(){return this.m13}get m22(){return this.elements[3]}get m23(){return this.elements[4]}get m32(){return this.m23}get m33(){return this.elements[5]}constructor(elements){this.elements=elements}}class SdpMatrix3Ops{static fromRaw(raw){const sdpMatrix3=new SdpMatrix3(raw.elements());return raw.free(),sdpMatrix3}}export{Quaternion,RotationOps,SdpMatrix3,SdpMatrix3Ops,Vector3,VectorOps};
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//# sourceMappingURL=math.js.map
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{"version":3,"file":"math.js","sources":["../../../../../../../../../../../node_modules/@dimforge/rapier3d/math.js"],"sourcesContent":["import { RawVector, RawRotation } from \"./raw\";\n/**\n * A 3D vector.\n */\nexport class Vector3 {\n constructor(x, y, z) {\n this.x = x;\n this.y = y;\n this.z = z;\n }\n}\nexport class VectorOps {\n static new(x, y, z) {\n return new Vector3(x, y, z);\n }\n static intoRaw(v) {\n return new RawVector(v.x, v.y, v.z);\n }\n static zeros() {\n return VectorOps.new(0.0, 0.0, 0.0);\n }\n // FIXME: type ram: RawVector?\n static fromRaw(raw) {\n if (!raw)\n return null;\n let res = VectorOps.new(raw.x, raw.y, raw.z);\n raw.free();\n return res;\n }\n static copy(out, input) {\n out.x = input.x;\n out.y = input.y;\n out.z = input.z;\n }\n}\n/**\n * A quaternion.\n */\nexport class Quaternion {\n constructor(x, y, z, w) {\n this.x = x;\n this.y = y;\n this.z = z;\n this.w = w;\n }\n}\nexport class RotationOps {\n static identity() {\n return new Quaternion(0.0, 0.0, 0.0, 1.0);\n }\n static fromRaw(raw) {\n if (!raw)\n return null;\n let res = new Quaternion(raw.x, raw.y, raw.z, raw.w);\n raw.free();\n return res;\n }\n static intoRaw(rot) {\n return new RawRotation(rot.x, rot.y, rot.z, rot.w);\n }\n static copy(out, input) {\n out.x = input.x;\n out.y = input.y;\n out.z = input.z;\n out.w = input.w;\n }\n}\n/**\n * A 3D symmetric-positive-definite matrix.\n */\nexport class SdpMatrix3 {\n /**\n * Matrix element at row 1, column 1.\n */\n get m11() {\n return this.elements[0];\n }\n /**\n * Matrix element at row 1, column 2.\n */\n get m12() {\n return this.elements[1];\n }\n /**\n * Matrix element at row 2, column 1.\n */\n get m21() {\n return this.m12;\n }\n /**\n * Matrix element at row 1, column 3.\n */\n get m13() {\n return this.elements[2];\n }\n /**\n * Matrix element at row 3, column 1.\n */\n get m31() {\n return this.m13;\n }\n /**\n * Matrix element at row 2, column 2.\n */\n get m22() {\n return this.elements[3];\n }\n /**\n * Matrix element at row 2, column 3.\n */\n get m23() {\n return this.elements[4];\n }\n /**\n * Matrix element at row 3, column 2.\n */\n get m32() {\n return this.m23;\n }\n /**\n * Matrix element at row 3, column 3.\n */\n get m33() {\n return this.elements[5];\n }\n constructor(elements) {\n this.elements = elements;\n }\n}\nexport class SdpMatrix3Ops {\n static fromRaw(raw) {\n const sdpMatrix3 = new SdpMatrix3(raw.elements());\n raw.free();\n return sdpMatrix3;\n }\n}\n// #endif\n//# sourceMappingURL=math.js.map"],"names":["Vector3","constructor","x","y","z","this","VectorOps","intoRaw","v","RawVector","zeros","new","fromRaw","raw","res","free","copy","out","input","Quaternion","w","RotationOps","identity","rot","RawRotation","SdpMatrix3","m11","elements","m12","m21","m13","m31","m22","m23","m32","m33","SdpMatrix3Ops","sdpMatrix3"],"mappings":"oFAIO,MAAMA,QACT,WAAAC,CAAYC,EAAGC,EAAGC,GACdC,KAAKH,EAAIA,EACTG,KAAKF,EAAIA,EACTE,KAAKD,EAAIA,CACb,EAEG,MAAME,UACT,UAAO,CAAIJ,EAAGC,EAAGC,GACb,OAAO,IAAIJ,QAAQE,EAAGC,EAAGC,EAC7B,CACA,cAAOG,CAAQC,GACX,OAAO,IAAIC,UAAUD,EAAEN,EAAGM,EAAEL,EAAGK,EAAEJ,EACrC,CACA,YAAOM,GACH,OAAOJ,UAAUK,IAAI,EAAK,EAAK,EACnC,CAEA,cAAOC,CAAQC,KACX,IAAKA,IACD,OAAO,KACX,IAAIC,IAAMR,UAAUK,IAAIE,IAAIX,EAAGW,IAAIV,EAAGU,IAAIT,GAE1C,OADAS,IAAIE,OACGD,GACX,CACA,WAAOE,CAAKC,IAAKC,OACbD,IAAIf,EAAIgB,MAAMhB,EACde,IAAId,EAAIe,MAAMf,EACdc,IAAIb,EAAIc,MAAMd,CAClB,EAKG,MAAMe,WACT,WAAAlB,CAAYC,EAAGC,EAAGC,EAAGgB,GACjBf,KAAKH,EAAIA,EACTG,KAAKF,EAAIA,EACTE,KAAKD,EAAIA,EACTC,KAAKe,EAAIA,CACb,EAEG,MAAMC,YACT,eAAOC,GACH,OAAO,IAAIH,WAAW,EAAK,EAAK,EAAK,EACzC,CACA,cAAOP,CAAQC,KACX,IAAKA,IACD,OAAO,KACX,IAAIC,IAAM,IAAIK,WAAWN,IAAIX,EAAGW,IAAIV,EAAGU,IAAIT,EAAGS,IAAIO,GAElD,OADAP,IAAIE,OACGD,GACX,CACA,cAAOP,CAAQgB,KACX,OAAO,IAAIC,YAAYD,IAAIrB,EAAGqB,IAAIpB,EAAGoB,IAAInB,EAAGmB,IAAIH,EACpD,CACA,WAAOJ,CAAKC,IAAKC,OACbD,IAAIf,EAAIgB,MAAMhB,EACde,IAAId,EAAIe,MAAMf,EACdc,IAAIb,EAAIc,MAAMd,EACda,IAAIG,EAAIF,MAAME,CAClB,EAKG,MAAMK,WAIT,OAAIC,GACA,OAAOrB,KAAKsB,SAAS,EACzB,CAIA,OAAIC,GACA,OAAOvB,KAAKsB,SAAS,EACzB,CAIA,OAAIE,GACA,OAAOxB,KAAKuB,GAChB,CAIA,OAAIE,GACA,OAAOzB,KAAKsB,SAAS,EACzB,CAIA,OAAII,GACA,OAAO1B,KAAKyB,GAChB,CAIA,OAAIE,GACA,OAAO3B,KAAKsB,SAAS,EACzB,CAIA,OAAIM,GACA,OAAO5B,KAAKsB,SAAS,EACzB,CAIA,OAAIO,GACA,OAAO7B,KAAK4B,GAChB,CAIA,OAAIE,GACA,OAAO9B,KAAKsB,SAAS,EACzB,CACA,WAAA1B,CAAY0B,UACRtB,KAAKsB,SAAWA,QACpB,EAEG,MAAMS,cACT,cAAOxB,CAAQC,KACX,MAAMwB,WAAa,IAAIZ,WAAWZ,IAAIc,YAEtC,OADAd,IAAIE,OACGsB,UACX","x_google_ignoreList":[0]}
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import"../rapier_wasm3d.js";import{RawDebugRenderPipeline}from"../rapier_wasm3d_bg.js";class DebugRenderBuffers{constructor(vertices,colors){this.vertices=vertices,this.colors=colors}}class DebugRenderPipeline{free(){this.raw&&this.raw.free(),this.raw=void 0,this.vertices=void 0,this.colors=void 0}constructor(raw){this.raw=raw||new RawDebugRenderPipeline}render(bodies,colliders,impulse_joints,multibody_joints,narrow_phase,filterFlags,filterPredicate){this.raw.render(bodies.raw,colliders.raw,impulse_joints.raw,multibody_joints.raw,narrow_phase.raw,filterFlags,colliders.castClosure(filterPredicate)),this.vertices=this.raw.vertices(),this.colors=this.raw.colors()}}export{DebugRenderBuffers,DebugRenderPipeline};
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{"version":3,"file":"debug_render_pipeline.js","sources":["../../../../../../../../../../../../node_modules/@dimforge/rapier3d/pipeline/debug_render_pipeline.js"],"sourcesContent":["import { RawDebugRenderPipeline } from \"../raw\";\n/**\n * The vertex and color buffers for debug-redering the physics scene.\n */\nexport class DebugRenderBuffers {\n constructor(vertices, colors) {\n this.vertices = vertices;\n this.colors = colors;\n }\n}\n/**\n * A pipeline for rendering the physics scene.\n *\n * To avoid leaking WASM resources, this MUST be freed manually with `debugRenderPipeline.free()`\n * once you are done using it (and all the rigid-bodies it created).\n */\nexport class DebugRenderPipeline {\n /**\n * Release the WASM memory occupied by this serialization pipeline.\n */\n free() {\n if (!!this.raw) {\n this.raw.free();\n }\n this.raw = undefined;\n this.vertices = undefined;\n this.colors = undefined;\n }\n constructor(raw) {\n this.raw = raw || new RawDebugRenderPipeline();\n }\n render(bodies, colliders, impulse_joints, multibody_joints, narrow_phase, filterFlags, filterPredicate) {\n this.raw.render(bodies.raw, colliders.raw, impulse_joints.raw, multibody_joints.raw, narrow_phase.raw, filterFlags, colliders.castClosure(filterPredicate));\n this.vertices = this.raw.vertices();\n this.colors = this.raw.colors();\n }\n}\n//# sourceMappingURL=debug_render_pipeline.js.map"],"names":["DebugRenderBuffers","constructor","vertices","colors","this","DebugRenderPipeline","free","raw","undefined","RawDebugRenderPipeline","render","bodies","colliders","impulse_joints","multibody_joints","narrow_phase","filterFlags","filterPredicate","castClosure"],"mappings":"uFAIO,MAAMA,mBACT,WAAAC,CAAYC,SAAUC,QAClBC,KAAKF,SAAWA,SAChBE,KAAKD,OAASA,MAClB,EAQG,MAAME,oBAIT,IAAAC,GACUF,KAAKG,KACPH,KAAKG,IAAID,OAEbF,KAAKG,SAAMC,EACXJ,KAAKF,cAAWM,EAChBJ,KAAKD,YAASK,CAClB,CACA,WAAAP,CAAYM,KACRH,KAAKG,IAAMA,KAAO,IAAIE,sBAC1B,CACA,MAAAC,CAAOC,OAAQC,UAAWC,eAAgBC,iBAAkBC,aAAcC,YAAaC,iBACnFb,KAAKG,IAAIG,OAAOC,OAAOJ,IAAKK,UAAUL,IAAKM,eAAeN,IAAKO,iBAAiBP,IAAKQ,aAAaR,IAAKS,YAAaJ,UAAUM,YAAYD,kBAC1Ib,KAAKF,SAAWE,KAAKG,IAAIL,WACzBE,KAAKD,OAASC,KAAKG,IAAIJ,QAC3B","x_google_ignoreList":[0]}
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import"../rapier_wasm3d.js";var ActiveEvents;!function(ActiveEvents){ActiveEvents[ActiveEvents.NONE=0]="NONE",ActiveEvents[ActiveEvents.COLLISION_EVENTS=1]="COLLISION_EVENTS",ActiveEvents[ActiveEvents.CONTACT_FORCE_EVENTS=2]="CONTACT_FORCE_EVENTS"}(ActiveEvents||(ActiveEvents={}));export{ActiveEvents};
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{"version":3,"file":"event_queue.js","sources":["../../../../../../../../../../../../node_modules/@dimforge/rapier3d/pipeline/event_queue.js"],"sourcesContent":["import { RawEventQueue } from \"../raw\";\nimport { VectorOps } from \"../math\";\n/**\n * Flags indicating what events are enabled for colliders.\n */\nexport var ActiveEvents;\n(function (ActiveEvents) {\n ActiveEvents[ActiveEvents[\"NONE\"] = 0] = \"NONE\";\n /**\n * Enable collision events.\n */\n ActiveEvents[ActiveEvents[\"COLLISION_EVENTS\"] = 1] = \"COLLISION_EVENTS\";\n /**\n * Enable contact force events.\n */\n ActiveEvents[ActiveEvents[\"CONTACT_FORCE_EVENTS\"] = 2] = \"CONTACT_FORCE_EVENTS\";\n})(ActiveEvents || (ActiveEvents = {}));\n/**\n * Event occurring when the sum of the magnitudes of the\n * contact forces between two colliders exceed a threshold.\n *\n * This object should **not** be stored anywhere. Its properties can only be\n * read from within the closure given to `EventHandler.drainContactForceEvents`.\n */\nexport class TempContactForceEvent {\n free() {\n if (!!this.raw) {\n this.raw.free();\n }\n this.raw = undefined;\n }\n /**\n * The first collider involved in the contact.\n */\n collider1() {\n return this.raw.collider1();\n }\n /**\n * The second collider involved in the contact.\n */\n collider2() {\n return this.raw.collider2();\n }\n /**\n * The sum of all the forces between the two colliders.\n */\n totalForce() {\n return VectorOps.fromRaw(this.raw.total_force());\n }\n /**\n * The sum of the magnitudes of each force between the two colliders.\n *\n * Note that this is **not** the same as the magnitude of `self.total_force`.\n * Here we are summing the magnitude of all the forces, instead of taking\n * the magnitude of their sum.\n */\n totalForceMagnitude() {\n return this.raw.total_force_magnitude();\n }\n /**\n * The world-space (unit) direction of the force with strongest magnitude.\n */\n maxForceDirection() {\n return VectorOps.fromRaw(this.raw.max_force_direction());\n }\n /**\n * The magnitude of the largest force at a contact point of this contact pair.\n */\n maxForceMagnitude() {\n return this.raw.max_force_magnitude();\n }\n}\n/**\n * A structure responsible for collecting events generated\n * by the physics engine.\n *\n * To avoid leaking WASM resources, this MUST be freed manually with `eventQueue.free()`\n * once you are done using it.\n */\nexport class EventQueue {\n /**\n * Creates a new event collector.\n *\n * @param autoDrain -setting this to `true` is strongly recommended. If true, the collector will\n * be automatically drained before each `world.step(collector)`. If false, the collector will\n * keep all events in memory unless it is manually drained/cleared; this may lead to unbounded use of\n * RAM if no drain is performed.\n */\n constructor(autoDrain, raw) {\n this.raw = raw || new RawEventQueue(autoDrain);\n }\n /**\n * Release the WASM memory occupied by this event-queue.\n */\n free() {\n if (!!this.raw) {\n this.raw.free();\n }\n this.raw = undefined;\n }\n /**\n * Applies the given javascript closure on each collision event of this collector, then clear\n * the internal collision event buffer.\n *\n * @param f - JavaScript closure applied to each collision event. The\n * closure must take three arguments: two integers representing the handles of the colliders\n * involved in the collision, and a boolean indicating if the collision started (true) or stopped\n * (false).\n */\n drainCollisionEvents(f) {\n this.raw.drainCollisionEvents(f);\n }\n /**\n * Applies the given javascript closure on each contact force event of this collector, then clear\n * the internal collision event buffer.\n *\n * @param f - JavaScript closure applied to each collision event. The\n * closure must take one `TempContactForceEvent` argument.\n */\n drainContactForceEvents(f) {\n let event = new TempContactForceEvent();\n this.raw.drainContactForceEvents((raw) => {\n event.raw = raw;\n f(event);\n event.free();\n });\n }\n /**\n * Removes all events contained by this collector\n */\n clear() {\n this.raw.clear();\n }\n}\n//# sourceMappingURL=event_queue.js.map"],"names":["ActiveEvents"],"mappings":"4BAKU,IAACA,cACX,SAAWA,cACPA,aAAaA,aAAmB,KAAI,GAAK,OAIzCA,aAAaA,aAA+B,iBAAI,GAAK,mBAIrDA,aAAaA,aAAmC,qBAAI,GAAK,sBAC5D,CAVD,CAUGA,eAAiBA,aAAe,CAAA","x_google_ignoreList":[0]}
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var ActiveHooks,SolverFlags;!function(ActiveHooks){ActiveHooks[ActiveHooks.NONE=0]="NONE",ActiveHooks[ActiveHooks.FILTER_CONTACT_PAIRS=1]="FILTER_CONTACT_PAIRS",ActiveHooks[ActiveHooks.FILTER_INTERSECTION_PAIRS=2]="FILTER_INTERSECTION_PAIRS"}(ActiveHooks||(ActiveHooks={})),function(SolverFlags){SolverFlags[SolverFlags.EMPTY=0]="EMPTY",SolverFlags[SolverFlags.COMPUTE_IMPULSE=1]="COMPUTE_IMPULSE"}(SolverFlags||(SolverFlags={}));export{ActiveHooks,SolverFlags};
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{"version":3,"file":"physics_hooks.js","sources":["../../../../../../../../../../../../node_modules/@dimforge/rapier3d/pipeline/physics_hooks.js"],"sourcesContent":["export var ActiveHooks;\n(function (ActiveHooks) {\n ActiveHooks[ActiveHooks[\"NONE\"] = 0] = \"NONE\";\n ActiveHooks[ActiveHooks[\"FILTER_CONTACT_PAIRS\"] = 1] = \"FILTER_CONTACT_PAIRS\";\n ActiveHooks[ActiveHooks[\"FILTER_INTERSECTION_PAIRS\"] = 2] = \"FILTER_INTERSECTION_PAIRS\";\n // MODIFY_SOLVER_CONTACTS = 0b0100, /* Not supported yet in JS. */\n})(ActiveHooks || (ActiveHooks = {}));\nexport var SolverFlags;\n(function (SolverFlags) {\n SolverFlags[SolverFlags[\"EMPTY\"] = 0] = \"EMPTY\";\n SolverFlags[SolverFlags[\"COMPUTE_IMPULSE\"] = 1] = \"COMPUTE_IMPULSE\";\n})(SolverFlags || (SolverFlags = {}));\n//# sourceMappingURL=physics_hooks.js.map"],"names":["ActiveHooks","SolverFlags"],"mappings":"AAAU,IAACA,YAOAC,aANX,SAAWD,aACPA,YAAYA,YAAkB,KAAI,GAAK,OACvCA,YAAYA,YAAkC,qBAAI,GAAK,uBACvDA,YAAYA,YAAuC,0BAAI,GAAK,2BAE/D,CALD,CAKGA,cAAgBA,YAAc,CAAA,IAEjC,SAAWC,aACPA,YAAYA,YAAmB,MAAI,GAAK,QACxCA,YAAYA,YAA6B,gBAAI,GAAK,iBACrD,CAHD,CAGGA,cAAgBA,YAAc,CAAA","x_google_ignoreList":[0]}
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import"../rapier_wasm3d.js";import{VectorOps}from"../math.js";import{RawPhysicsPipeline}from"../rapier_wasm3d_bg.js";class PhysicsPipeline{free(){this.raw&&this.raw.free(),this.raw=void 0}constructor(raw){this.raw=raw||new RawPhysicsPipeline}step(gravity,integrationParameters,islands,broadPhase,narrowPhase,bodies,colliders,impulseJoints,multibodyJoints,ccdSolver,eventQueue,hooks){let rawG=VectorOps.intoRaw(gravity);eventQueue?this.raw.stepWithEvents(rawG,integrationParameters.raw,islands.raw,broadPhase.raw,narrowPhase.raw,bodies.raw,colliders.raw,impulseJoints.raw,multibodyJoints.raw,ccdSolver.raw,eventQueue.raw,hooks,hooks?hooks.filterContactPair:null,hooks?hooks.filterIntersectionPair:null):this.raw.step(rawG,integrationParameters.raw,islands.raw,broadPhase.raw,narrowPhase.raw,bodies.raw,colliders.raw,impulseJoints.raw,multibodyJoints.raw,ccdSolver.raw),rawG.free()}}export{PhysicsPipeline};
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//# sourceMappingURL=physics_pipeline.js.map
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